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File: OP14.png (478 KB, 800x600)
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Welcome to Innerworld Redux. This is a multi-faction fantasy civ quest, which means you will have the opportunity to play as a group within the nation you choose. You can also play anonymously, without creating a faction. On top of being a regular civ quest though, this is a revisiting of an older setting I ran with on here years ago. Some elements from that have been removed or reworked, but the details of that game are not needed to enjoy this one.

The previous Innerworld can be found in its entirety on the suptg archive:
http://suptg.thisisnotatrueending.com/archive.html?tags=HareQM

(Civ selection incoming.)
>>
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Men have lived, breathed, and died their last under the sun of the Innerworld for millennia, all staring up at the same sun. Empires have done the same, and the Ieran Empire is no exception. Having once spanned the great continent of Alamara, the Land of Fire in the tongue of some ancient, northern desert dwellers, its fall from grace would begin 300 years ago. The same sun that those men stared up at flared up, as it has twice before. During the First Light there came a deluge, while during the Second, the earth was split asunder. And so for this Third Light, fire scorched the lands, and killed many who were not outright struck dead or changed by the sun itself.

During these past three centuries, Ier has gone from an efficient behemoth, to a foolish machine, one keeping at its tasks, but rusting in the process. In the past, many nations fell by its hand, or joined with it. Yet now, some have broken free from its tyranny, signifying great changes to come. And as they do, the cycle of this world breaks. The Fourth Light has come and passed these past few days, and while the sun turned from a familiar green hue to a seemingly permanent yellow, the winds that struck the earth seemed merely… pleasant. With the Light gone, progress marches inexorably onward, the passage of time no longer bending backwards when the heavens willed it. Nations march on, and so do the men within them.
>>
>>3879832
HOMERIA
>>
Your choices are listed above, and vote as follows:

A. Reptia
B. Nichitin
C. The Bonemen
D. Lopenland
E. Opetia
F. Homeria

For the ghoul and arachenian races, I will post brief explanations in a minute.
>>
>>3879844
C.
>>
>>3879844
B
spider time
>>
>>3879844
B. Nichitin
>>
>>3879844
>B. Nichitin
>>
>>3879844
A
>>
>>3879844
A
>>
>>3879844
B
>>
>>3879844
B
>>
>>3879844
B
>>
>>3879830
Good to be back
>>
File: Ghoul Examples.png (1024 KB, 1600x1200)
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The founder of Ier was no ordinary man, and though he would be slain by his descendants, his blood was... altered by the First Light. Their traits are as follows:

GHOULS (ISA)
Name Meaning: Ice, Pale

Traits:
+ Strong Physique (150% the strength of humans that size for men, 125% for women) (~200 pounds can be lifted for men, ~100 pounds for women)
+ Strong Rune Magic
+ Sharp Night Vision
+/- Blood Frenzy (200% strength of humans that size for men, 150% for women)
- Feraldom
- Poor Light Vision

Bodily measurements:
183 cm/6’ for men, 178 cm/5’10” for women
82 kg/180 lbs., 75 kg/165 lbs.

Appearance:
- Extremely pale skin, ranging from a pale peach to grey
- Eye colors are green, blue, grey, red
- Grey, blonde, white hair
- Waifish/elfin features
- Long digits, limbs (not unnaturally long)

Fertility: Normal

Lifespan: 50 + d10
>>
>>3879844
D
>>
>>3879844
B
>>
File: Arachenian Examples.png (292 KB, 1600x1200)
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The Arachenians are one of a few types of bugfolk, their other kin and them being called Sectarii. They are spidermen, though far more beast than man, even if they possess an equal intellect.

SECTARII (HAGALAZ)
Name meaning: Many, the Deluge

Traits:
+ Varied (Spiders/Arachenians, ???, ???)
+ Natural Armor (Chitin)
+ Extremely Fertile
+ Natural Craftsmen (Arachenians)
- Weak Physique (90% the strength of humans that size for men, 75% for women) (~100 pounds can be lifted for men, ~75 pounds for women) (Arachenians)

Bodily measurements:
168 cm/5’6” for men, 160 cm/5’3” for women (Arachenians)
91 kg/200 lbs., 79 kg/175 lbs.

Appearance: Spider people, etc.

Fertility: Very High

Lifespan: d30 + 10
>>
>>3879844
F
>>
Switched to B to lock it down
>>
>>3879844
Nichtin
>>
>>3879844
B. Nichitin
>>
Nichitin is locked in; generating map...
>>
>>3879844
B
>>
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Your peaceful days are long gone, for these past centuries have been nothing but tears. After the Third Light the gnollish Matriarchy collapsed, its authority meaning everything in word but nothing in reality. As such, the enmity between yourselves and the powerful tribes directly south of you has bubbled up, and their fundamental disgust at your existence within their jungle resulted in cleansings. Multiple. Whenever you grew too large, or when a new leader of theirs wished to make their names known, they would emerge again, with blade and torch. Where was Ier, your "protectors"? Dealing with their own problems, but never with yours. When their error was finally pointed out, they merely chose to break your protectorate status. But now, the peaceful council is no longer in charge. There was a revolt, after all. This is now a republic, and Rok forbid if they come again. Rok forbid what you will do to them, if given that chance. The Lights are over, it would seem, and with that knowledge comes a terrible new freedom.

Year 1 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 7/10
Wealth: 2/10
---
Population: 30,000
Government: Republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3879966
>G. Exploration and Colonization
Rush the lake and find what has become of what remained around it!
>>
>>3879972
Dude let's do this actually this is brilliant
>>
>>3879966
H. Send Traders to New Isarn, Larok and Nethrol to get the lucrative silk trade resumed. It has always been a cornerstone of our people.
>>
>>3879972
Support this is based
>>
>>3879972
Based mynori
>>
>>3879966
D we need to better organize our militas to resist the southerners. Taking new lands will mean nothing without the will to resist it.
>>
>>3879972
Yeah I'll NPC support this
>>
>>3879972
Support
>>
>>3879972
Sure, supporting
>>
>>3879972
Supp
>>
Though the lake is as vibrant as it once was, the land around it that once held homes has been reclaimed by the jungle. There was a great serpent in that lake once, and that too is gone, its bones sitting on the shoreline, bleached an even brighter white by the sun's rays. Perhaps a port could be made here in time, and settlements made across what the Ierans call Lake Larope. However, it seems there are other dangers here, as scouts moving further down the shoreline report signs of a gnollish presence within the recent past. There was a time when this lake was a hub of trade, so perhaps the gnolls still use it for that?

Year 2 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 5/10
Morale: 7/10
Wealth: 2/10
---
Population: 30,750
Government: Republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880018
H. Trade

Speaking of Trade, let us open up the incredibly lucrative silk trade that we had before! We shall trade with the nearby nations to get us more money in our coffers.
>>
>>3880018
>B. Culture and Religion : The Great Change
The world changes with the Light and so must we, our people's lives are short and our young many. We must adapt by beginning to encourage the most adapt bodies for the tasks needed. Thus the Caste system shall be placed.
The Thorach: The rulers and they whom ensure the swarm never tires, the great mothers whose duty never ends and shall recive eternal thanks.
The Warriors: the biggest and most aggressive of our kin
The Scholars: the whom show themselves inventive and wise
The Traders: Those who seek to wander and have a gift for dealing with others
The Workers: Those whom do not have a caste...
Over time these castes shall grow apart into a grander shape for their purpose! The is no single Sectarii there is but the Web, the pattern which we ourselves weave!

Begin the long game...
>>
>>3880021
Support
>>
>>3880018
D work the strengths of the archaen form into our militas tactics and drill them to operate properly together
>>
>>3880022
Support
>>
>>3880022
This
>>
>>3880021
Support
>>
>>3880025

support, organize the militias properly. We are to show this world our new strength, and we will do so but we must have a base for it.
>>
>>3880022
Support
>>
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Map Key. I generally will start writing 15 minutes after the turn post, so another 5 or so to go.
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>>3880022
Supporting this, seems pretty based if they're themed on actual spider species.
>>
>>3880022
Supporting
>>
>>3880022
Supp
>>
Like spiders, you as a race produce silk naturally. While you can form webs, most of your kind choose to live on the ground, at least in Nichitin. Thus, silk production is more of an art form rather than a tool of necessity, even though there are uses for it. The new government's Legs, the main legislative body, have passed a bill opening up the trade of this silk, which has traditionally been kept in arachenian hands. Many react to this with dismay, but for those selling, an easy profit can be made.

Year 3 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 5/10
Morale: 5/10
Wealth: 2/10
---
Population: 31,519
Government: Republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus, Harmony with Nature
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880102
>B. Culture and Religion : The Great Change
The world changes with the Light and so must we, our people's lives are short and our young many. We must adapt by beginning to encourage the most adapt bodies for the tasks needed. Thus the Caste system shall be placed.
The Thorach: The rulers and they whom ensure the swarm never tires, the great mothers whose duty never ends and shall recive eternal thanks.
The Warriors: the biggest and most aggressive of our kin
The Scholars: the whom show themselves inventive and wise
The Traders: Those who seek to wander and have a gift for dealing with others
The Workers: Those whom do not have a caste...
Over time these castes shall grow apart into a grander shape for their purpose! The is no single Sectarii there is but the Web, the pattern which we ourselves weave!

Begin the long game...
>>
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I keep forgetting the art/images, sorry!
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>>3880105
support
>>
>>3880105
Support
>>
>>3880102
G. Exploration and Colonization
Prospect the mountains
>>
>>3880105
Supporting
>>
>>3880105
Support
>>
>>3880105
This
>>
While some are taking quite readily to this caste system that has emerged within the past few years, others view it as nothing more than rot brought from Ierok by traders! To them, the notion of a caste system is far too similar to the ghoulish supremacy ideology espoused by the neighboring empire. As a result, the population is divided, each treating the other with suspicion...

Year 4 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 2/10
---
Population: 32,307
Government: Republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus, Harmony with Nature
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880145
A.

Focus our agriculture on the product of expensive crops for which the larger Ghoulish states will pay large amounts of money for. As they no longer have access to the jungle we can produce Cocoa and Coffee that they will be forced to buy from us.
>>
>>3880152
SUpporting
>>
>>3880152
support, it will show our people we are in control and making demands!
>>
>>3880152

support
>>
>>3880152
Support
Luxury Goods are always cool
>>
>>3880145
B. Culture and Religion
Friendly competitions begin to appears between families to compare each others silkweaving skills. The families that participate end up celebrating in the end of the day with a feast while socializing with each other.
>>
>>3880152
Support
>>
With Ier cut off from the jungle trading network, the government forces farmers to grow cacao, reasoning that if they can sell the luxury good for high prices, the food stores of the nation can be replenished. This does indeed work out well. This expresses quite well how the new government works. While the old system was communal and everyone did their own thing, your hatchling republic has focused on a centralization of power and a hierarchy from the state down. This has enabled grander plans like this, especially with the enforcement coming from the militia, who are the only ones with weapons within the nation at the moment. Most seem content to farm cacao from now on, though some protest that growing too much will disrupt the fragile balance of the jungle ecosystem around you. While this is a changing world, many among you Nichitin view your cultural heritage regarding the respect for nature as something worth preserving.

Year 5 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 7/10
Morale: 5/10
Wealth: 4/10
---
Population: 33,114
Government: Strong, centralized republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus, Harmony with Nature
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880211
B, Culture and Religion
Okay let's abolish this caste system before it actually becomes a problem
>>
>>3880211
B. Abolish the so called "Caste System"

Each Arachenian should be free to follow their own path in life. Family units are strong and should be encouraged to make large tapestries of silk to show off their lineage and heritage!
>>
>>3880220

support
>>
>>3880220
Yeah based
>>
>>3880219
>>3880220
Out with it
B) Ditch the Castes, each family to their own and encourage families to make grand tapestries to show their linage and deeds.
>>
>>3880220
SUpport
>>
>>3880220
based support
>>
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With opposition growing to the caste system, the government sends out a decree denouncing it, and with no one wishing to get on the bad side of the militia or the Legs, that is the end of that. The Legs, after all, are the 8 most influential people within the nation, and likely will be after the election 4 years from now as well; to oppose them would be more than foolish. In other news, word has reached you of a spat between the Ringborn and the Isarnites, though you don't know the cause of the mess.

Year 6 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 7/10
Morale: 5/10
Wealth: 4/10
---
Population: 33,942
Government: Strong, centralized republic
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight-Matriarchal Focus, Harmony with Nature
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880264
F. Technology Research
research web sling weapons and Web bows. Use our multiple limbs and natural leverage to produce extra lethal ranged weapons! Great bows using multiple limbs to draw and silk elastic slings!
>>
>>3880264
B. Culture and Religion
Create Democratically elected Village leaders that can help the Legs manage the nation as a whole. They answer to the Legs but have some autonomy in running the villages themselves. They serve for five years and are elected by the population of the village. We will call them the "Eyes"
>>
>>3880264
D. With our newfound wealth we should spend some of it to hire a few military advisers from Ier to help train our new army of 400 men which shall be formed from the best fighters in our militia.
>>
>>3880264
E(?). Establish regional governors within even the smallest of hamlets. They'll serve effectively as mayors of towns/cities and are elected to their position via populist democratic votes. There's no minimum sentence to their time in office, and they can be replaced as the people of the community see fit. Their main job is to work together with the surrounding regional governors for things such as property lines, public works projects, etc, as well as reporting and enacting decrees that call in from the 8 legs all the way up in the capitol.
>>
>>3880274
My action is more like E, not B. My bad.
>>
>>3880272
Support
>>
>>3880264
>H. Trade
Send our traders using the new wealth to go as far as they can into as many nations as they can, and have them buy different kind of crops that can grow in our jungle.

If they can buy more animal pairs that we can domesticate into herds do that too.
>>
>>3880272
SUpport
>>
>>3880274
>>3880287
Switch to support Oldfag
>>
>>3880274

support
>>
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The development of the Eye system allows the Nichitin government further control of its people's development. Meanwhile, the northern conflict appears to have ended in a stalemate. Scouts also have begun reporting back about further gnoll sightings near the lake, where some villagers have attempted to set up houses.

Year 7 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 7/10
Morale: 5/10
Wealth: 5/10
---
Population: 34,791
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Othe
>>
>>3880311
D. With our newfound wealth we should spend some of it to hire a few military advisers from Ier to help train our new army of 400 men which shall be formed from the best fighters in our militia.
>>
>>3880317
Support, bring in the experts
>>
>>3880311

(open to suggestion or modification, or vote another post/make your own post)


D

We will make our miltia a proper one, we will organize it, give it tactics and then drill it 2 days every week


We will divide our great militia in groups of 1000, each then divide in ten groups of 100.

the greatest warriors chosen by our elder warriors will be given each a group of 1000.


The ones still judge to be great warriors but under the firsts, will be given the control of the groups of 100.


We will call the groups of 100 wires (they will consist of blood related families near each other) , and the warriors leading them "Death Spinners"


The groups of 1000 will be call webs (formed by our settlements), and the warriors leading them "War Weavers"
>>
>>3880317
Send them in
>>
>>3880321
Support
>>
>>3880321
Support
>>
>>3880317
Supporting
>>
>>3880321

for example

we could add to hire some military advisers from Ier and tell them to instruct us in their war knowledge.

That means we learn that knowledge but not necessarily immediatly put it in use, but reorganize it and then use it for our own military system.
because Ier has made is military based on a completly different culture than us, and while we are changing in a warrior culture we will keep some of our old culture.
>>
You have two choices:

A. Expensive advisors, well trained in warfare and have seen combat themselves (4 wealth)
B. Younglings who know a bit about battle, but come from established families (2 wealth)
>>
>>3880362
B
>>
>>3880362
A.
>>
>>3880362
A
>>
>>3880362
A might as well get our monies worth and our wealth will recover with the silk and cash crop tradws
>>
>>3880362
A) If we're doing this we are doing it right
>>
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The advisers indeed come in, one even possessing the proud name of Metalar. They claim descent from the legendary hero Lar Hearteater, though none are sure if there is a lot of truth to that statement. It is believed he existed, though other than the stories and his statues in Ierok, there is no definitive proof of that. Still, the family has served as the military heads of Ier for generations, and even though this man is not in line to succeed the current head, he and his companion do their jobs just the same. Within six months of their arrival, the militia has been honed down to 400, well-trained men. Just in time too. There has been a murder at the hamlet on lake Larope, and gnoll fur has been found present there.

Year 8 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 7/10
Morale: 5/10
Wealth: 1/10
---
Population: 34,791
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880390
I. Send out the Militia to destroy any gnolls found around our territory and track down those who murdered those from the Hamlet.
>>
>>3880397
Interrogate them too
>>
>>3880397
based, supporting
>>
>>3880397
I concur, blood for blood
>>
>>3880397
This
>>
>>3880397

support
>>
It seems the time to begin purging the gnolls has come; but who stands among the militia?

If you do (and this is a good time to make a character and start thinking of a faction), tell me a little about them.
>>
A young warrior from a clan of warriors and farmers, Texain is courageous and strong but still inexperienced.
>>
>>3880414
A humble nichitin who is a tad bit obsessed with nature joins the militia in the gnoll purges, more out of curiosity and to see if his opinions regarding the recent militarization are correct. Likes to smear himself with dirt and leaves. Dislikes spices.
>>
>>3880414
Tchek, born among a family of Alchemists under Tchain. Tchek grew larger than a number of his clutch and was among those selected to be trained by the Ghoul of Ier. he is a keen tracker and hunter who believes strongly in the law of nature...but not how many others see it, life is the eternal chase between predator and prey. Which will our people be?
>>
>>3880414
Kronin Tiamkek

Kronin is a moderately wealthy farming man who makes his money off of selling Silk, Cocoa, and Coffee. He just wants to be safe and is willing to take up the sword to protect his land and his people.
>>
>>3880441
Sorry flip the names
>>
Give me three rolls as you set out into the jungle...
>>
Rolled 77 (1d100)

>>3880466
>>
Rolled 42 (1d100)

>>3880466
>>
Rolled 47 (1d100)

>>3880466
>>
Rolled 95 (1d100)

>>3880466
>>
Rolled 38 (1d100)

>>3880466
>>
>>3880414
Avurid, A warrior that wants to bring greatness to the Nichitin and put the world under their heel(?) for how the world has treated them in the past.
(if i'm not to late)
>>
>>3880414
Thetla hails from a clutch born under a more traditionalistic clan. They continue to embrace steadfast pacifism with Thetla being the latest along a long line of healers. He has joined the militia expedition to ensure their survival and continued good health but still remains leery of combat.
>>
>>3880414
An archanaen with a dark past related to the gnolls. His family having been slaughtered in one of their last culling. He joined the militia to bring bloody vengeance against them.
>>
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Moving through the jungle proves to be a bit of a chore due to the heavy rain you associate with the coming of summer. Spring has lasted from the first year of the new calendar all the way until now, so while you appreciate the change, the downpour and the associated growth in vegetation prove to be an obstacle to your progress. That is, until you reach a relatively clearer area. This is where you spot them, eyeing you as you watch them: the gnolls.

The leader of your band, a taller arachenian by the name of Pik, lets out a guttural yell and darts towards the pack in front of you, preparations abandoned as bloodlust takes over. Though the beasts are in a slightly smaller group than you, they seem equally well armed, and you know they are superior in terms of pure strength. Mustering up your courage, you charge forth after your leader, though keeping in the ranks established by the Ierans. You hope your copper equipment will serve you well against what appears to be some brutal clubs.

Give me three rolls, DC 50, -5 numbers, -5 morale, -5 organization, +5 experience, +10 weak race.
>>
Rolled 49 (1d100)

>>3880522
Avoid close range and rely on reach
>>
Rolled 49 (1d100)

>>3880522
>>
Rolled 66 (1d100)

>>3880522
>>
Rolled 60 (1d100)

>>3880522
>>
(Skirmishes do not involve tactics the same way battles will in this game. As this is a small fight, I will not be using a battle map or anything like that.)

As you push into the enemy lines, the first thing you notice about a real battle is the smell. The natural pungency of the jungle gives way to the smell of blood, and with your sensory organs for both your smell and taste on your legs, it's difficult to ignore. But you try your best, and you push forward, even as the line slowly begins to buckle under the gnolls pushing back against it. They are here to kill your kind, you tell yourselves. They are here to exterminate you!

Give me three rolls, DC 50, -5 numbers, -5 morale, -5 organization, +5 experience, +10 weak race.
>>
Rolled 32 (1d100)

>>3880546
>>
Rolled 6 (1d100)

>>3880546
>>
Rolled 22 (1d100)

>>3880546
>>
Rolled 67 (1d100)

>>3880546
>>
Rolled 25 (1d100)

>>3880546
>>
Though you attempt to hold, the gnolls push forward with relative ease, knocking your comrades off their feet, as they cleave through the center of your line. You are inexperienced, and they are knowledgeable butchers. If they move any more forward, there is a potential that both groups of Nichitin will be cut off and surrounded. You cannot risk that... so, for the sakes of both yourselves and those fighting alongside you, you attempt to plug the gap.

DC 50, -5 numbers, -5 morale, -5 organization, +5 experience, +10 weak race.
>>
Rolled 93 (1d100)

>>3880566
>>
Rolled 6 (1d100)

>>3880566
>>
Rolled 54 (1d100)

>>3880566
>>
Rolled 19 (1d100)

>>3880566
>>
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Hickixch notices it first, a fault in their advance that can be exploited. Throwing a weapon just lying on the ground into the gap, he causes the gnoll behind it to trip, before he moves in and executes it. Yet, as the gnolls next to their fallen brother prepare to kill him as the arachenian remains vulnerable, they are met by copper shortswords. The gnollish advance is halted, and rather than continue this melee, the beastmen turn tail and leave. You are in no position to chase them, merely attempting to save who you can, and return home. You have no doubt in your mind that if they had wanted to continue, it would have stayed an even fight.

Casualties:
55 killed

---

Year 9 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 6/10
Morale: 6/10
Wealth: 2/10
---
Population: 36,517
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: A loose militia
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3880627
I. Open discourse with the Tyranny and Brotherhood of Spear to allow pilgrimages of the faithful to make the journey to visit the Temple of Rok. Offer to pay a tribute of silk and cocoa to the Tyrant and Temple.
>>
>>3880627


B. Culture and Religion
Friendly competitions begin to appears between families to compare each others silkweaving skills. The families that participate end up celebrating in the end of the day with a feast while socializing with each other.


There is also competitions between the youngbloods and warriors with tests of strength, agility. And mock battles, duels or challenges.
>>
>>3880644
Support
>>
>>3880644
Support
>>
>>3880644
Support
>>
>>3880644
Support
>>
>>3880640
Supporting
>>
This monthly competition, known as Youth Day, has begun to be held, and has proved useful in recruiting older children to join the army when they are older. However, despite your actions in the jungle two years ago, you have seen signs of gnolls further and further north. As summer comes, war may be upon you sooner than you expect.

Year 10 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 6/10
Morale: 5/10
Wealth: 3/10
---
Population: 37,430
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other


---


You may now also post your factions. Generally, they are formatted as follows:
- Name
- Leader Name
- Description
- List of Assets

Faction projects can start to be done now as well. If you are wanting to play as a faction, or want to know details about the setting and mechanics you might otherwise not learn in thread (as they’re not particularly relevant), you should probably join this discord:
https://discordapp.com/invite/pdcRsDP
>>
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Rolled 7 (1d100)

>>3880688
>Clutch of Channels
Faction Leader: Jaikian
Jaikian the first Mother of the host she had a vision she believes, that the secrets of the world lay in the deep and that as one seeks their destiny their shape will change to suit. Our people had forever been the prey of others it is our dream to see that change...a saying common among the brood, “Be cunning and full of tricks and your people will never be destroyed.”

>Assets
-A small hamlet in the circled area where they seek to develop their map.
-Experienced Diggers
-Large spawning ground

>Faction project 1: Bounty of the Deep
Prospect in the noted location and open/expand a mine a mine or quarry if anything is located. While we're sure we'll find something, how much mining is yet to be decided
>>
Rolled 52 (1d100)

>>3880688
>Ms. Snikkit's Home for Impoverished Hatchlings
Faction Leader: Ms. Snikkit
Makka Sycki Snikkit is a middle aged widow who currently operated an orphanage within the capitol of the nation. She's very kind hearted towards children and understanding to all, if a bit strict at times.

>Assets
-A large orphanage building in the capitol
-Good social clout
-Large amount of orphan children

>Faction Project 1: Penny for the Poor?
Have the kids make many small bits of webbing and other arts and crafts that they can sell to passerby's for donations that go towards the continuation of the foster home.
>>
Rolled 41 (1d100)

>>3880688
>Steinin's Webwork
Faction Leader: Steinin
A tailor and merchant, Steinin operates a Silkworking guild within the heart of Nichitan selling fine silk cloth and clothing to prospective buyers and training apprentices on how to better hone their craft. Steinin is an ambitious arachnid though, and the rumors overheard by his clientele can be just as lucrative as silk.

>Assets
-Silkspinners and weavers
-A guildhouse in Nichitan
-Scattered network of trade contacts
-Underground criminal contacts

>Faction Project 1: The Silk Route
We'll expend our efforts to set up trading posts along the routes commonly used by other traders to deliver silk to foreign nations now that the silk trade's been opened up. These trading posts can serve as pitstops for traders, and other travelers, in need of supplies. We'll use these trading posts to push our wares over others, as well as to gather foreign trade goods and information about those traveling along the routes.
>>
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>Clutch of Spawners
Faction Leader: Yxrathycc
The Spawners are aptly named, for their females are singularly among all families, fertile and productive, this even considering the Sectarii's natural affinity. Their heritage is such that they tend to have larger thoraxs and more durable bodies, able to spawn many. The brood believes in the "Under Ways", a variant of natural harmony that believes that Sectarii should emulate the small arachnids that populate the world. Taking this to heart, and following the example of a burrower spider, the Brood believe in exclusively livnig underground preferring to dig and live in burrows as opposed to building houses above ground. This is practically useful to them, as creating new and secure nesting space for the rapidly expanding brood tends to be easier this way.

>Assets
-Fertile Females
-Live by Digging
-Network of Burrows

>Location
Pic related

>>3881123
Faction Project
>Take 50
The Clutch of Channels has invited us, a fellow brood vested in the art of burrowing, to exploring the hills for new sources of metal. We will aid them with our many many spawn.
>>
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Rolled 14 (1d100)

>The hidden netters
Leader Name: Nak'tin the hidden one
The hidden netters are a loose, guild like association of experienced trapping hunters. They have organized around Nak'tin a competent trapper, who developed many of the trap designs now in use by the group. The traps employed almost all feature our natural silk. Most notable are pit traps featuring large nets halfway down, ground net traps that suddenly rip their victim up into the trees and falling net traps, triggered by walking through an almost invisible line of silk on the ground. These designs allow the live capture of prey, which sometimes fetches a better price alive and at the very least doesn't spoil that way until the hunter arrives.

>List of Assets
-Experienced hunters
-Some hunting posts in the southern forest
-Advanced silk based trap designs

>Location
-pic is our general hunting area

>Faction Project 1: Gnoll season
With the gnolls pushing further and further north, the netters have decided that something needs to be done, to secure their hunting grounds and protect their homes. Much time was invested in scouting out and trapping paths frequented by the vile gnolls. Trap designs and hiding techniques, for both hunter and traps, were optimized for this prey and the so trapped gnolls looted and then given to the legs for public execution or similar punishment. Some gnoll heads were also mounted on spikes at the edges of our claimed hunting grounds.
>>
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Rolled 54 (1d100)

>>3880688

>Redwire Colony

Faction Leader : Texain and Ihnlor


Ihnlor as the great mother of the Redwire colony had seen much change and development, and directed her first son to become a leader and a warrior for all of them. The Redwire where for most of their time benevolent and peaceful farmers, but they where one of the firsts to accept to take up weapons in the face of dangers. The great mother deeply hated the gnolls to the south and know that Nichitin must be strengthen, and so with is son leading them their family leaved Nichitan settling on a near land to the east where they built their small colony. A necessity for defend the others and a new beginning for the Redwire.


>Assets

-the recently established Redwire Colony . Relativly small, it has been decided to call it Texain First Step.
- Experienced and Patient farmers
- A small warriors group lead by Texain.
>>3881737

Faction Project

Hearing from traders and others from the capital of the plan against the gnolls of the Hidden Netters lead by the talented trapper Nak'tin, Texain decided to come in is help.

While it s the first year of the colony, the beasts of the south have grow too insistent and violent and have move too many times north.

The Redwire must help.


Alongisde is warriors and some brothers of the colony, Texain comes in help to ward off the threat.
>>
Rolled 77 (1d100)

>>3880688
- Name: The Drybacks
- Leader Name: Hashin
- Description: A strange cluster of spiders who prefer the open plains over the dense jungle, they make a living herding camels, alpacas and llamas on the frontier between Isarn and Ier. They keep good relations with both people trading luxurious silks, sturdy camels
- List of Assets:
Camel Herd
Alpaca Herd
Llama Herd
Trade Contacts among the Ghoulish States

Faction Project:

Expand our camel herds! Camels are amazing beasts! Not only will we expand we shall also breed better camels! Ghouls will come from all over to buy Dryback Camels!
>>
Rolled 22, 70 = 92 (2d100)

>>3880688

Name: Clutch of Wanderers

Faction Leader: Tiqixan

Description:
Those belonging to the Clutch of Wanderers are all zealous believers in harmony with nature, yet they believe that one can not truly enter harmony with nature unless they have seen all the beauty and danger it can bring. Thus they have taken upon themselves to wander and explore the world so that they can see and enjoy in the glory of nature. Of course, while this is the noble goal that is behind every sectarri born to the Clutch, they also want to see and learn the secrets of other cultures and even learn the secrets of the world. They believe that to focus only on nature is foolish for they will miss the way othere interact with it.

Assets:
>small hamlet near the capital
>some amount of camel herds
>some poisons
>experienced explores

Faction Project:
Under the orders of Broodmother Tiqixian, the explores of the Clutch will march north into the Lopenlands and further. They shall then return and report on what they saw and perhaps even bring suitable gifts and trinkets from their journeys.

Personal Project: Ixghsin, a member of the clutch, will travel into the jungle and he will find a secluded spot and pick a large tree in it, where he shall hide and live in for 10 years. After the traumatic events of the gnoll battle he shall live in seclusion.There, he will meditate on nature, life, the cruelty of gnolls and the value of a single life.
>>
>>3881123
>PP
One of Jaiken's first spawn a dexterous and thoughtful young hatchling called Hesket has spent the past decade in deeper thought trying to get in turn with the nature his people find themselves within. This has including a decade of just gathering what Lake Snake bones he can into a shrine of sorts while he meditates upon them.

[Auto 50]
>>
Rolled 29 (1d100)

>>3881737
>Personal Project Nak'tin 1:
In light of the ever growing gnoll threat, it had become clear that even with all the traps in the world personal combat would eventually be unavoidable. So Nak'tin spend his sparse wealth, earned from many hunts, to acquire the best equipment money could buy and the materials to make some of his own design. He was especially interested in protective armor, that didn't hinder ones movement or made stealth impossible, the best bow one could find and arrow poison, and lastly two long copper daggers.
>>
Rolled 4 (1d100)

>>3881662
Personal Project:
Although the Caste System was now defunct, there was a full half the populace that did accept it at the time.

Yxrathycc would have considered herself part of the Thorach, though she didn't exactly agree with betraying the ideals of the Republic.

She personally goes around, looking for those who had openly or privately voiced themselves as wanting to have been in the Thorach's, trying to befriend them and perhaps one day open the way to recruiting them to her brood. In such a way she flexed her charisma and diplomatic skills.
>>
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Rolled 46 (1d100)

>>3880688
>Clutter of Spi
Faction Leader: La'nitch
One of the few families that still live on spider webs who also hold the art of silkweaving with high admiration and respect. The Clutter of Spi's main focus is to encourage self expression and creativity, to further help one another to achieve greatness.

>Assets
-Skilled silkweavers
-Simple web homes
-Large spawning ground
-Farmers

>Faction Project 1: The Web of Spi
With the increasing tension between foreign enemies plus the vulnerability of what the simple web homes offer, La'nitch gathers the family to begin the project of covering their homes and surrounding area with their silk. Around the homes and border of the web will be reinforced with layers of silk for protection, farm areas will be exposed so the crops aren't disturbed, and the rest of the forest area will have a light layer of silk to not fully disturb nature.
>>
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Rolled 75 (1d100)

>>3881916
Personal Project: La'nitch will stay in her personal room to further improve her silkweaving, to make it into a stronger connection of a part of her body.
>>
Rolled 32 (1d100)

>>3881749

Personal Project

Texain will further improve himself on the matter of war, training severely in combat and try to understand more about command starting with learning the basics that where given to the militia by the military advisers from Ier.
>>
>>3880688
-Name: Clutch of the Protectors
-Leader Name: Arkin Metalfang
- Description: Stepped on for far too long, the Protectors have fully adopted the Republic’s new belief: If we wish to survive this world, we must take what we desire. Arkin, a young male spiderling, formed and leads the Protectors, swearing that while he draws breath, no threat shall harm his home. No gnoll, no ghoul, no being, shall control their destiny any longer. Through their might and willpower, all will respect the great Sectarii!
- List of Assets:
Group of Experinced Warriors
Barracks within Nichitan
>>
Three things. #1, Personal Projects are essentially FPs but for characters. This will hopefully help you flesh out your character. #2, you can take an auto 50 for a project, be it faction or personal. #3, you can boost your projects while burning wealth and influence, you gain one of each every ten years. Right now, you all have 1 wealth and 1 influence each, and will gain one more on Year 20. Some projects you can only use wealth on, some you can use only influence, and on some you can use both.
>>
Rolled 2, 67 = 69 (2d100)

>>3882525
Faction Project: Arkin and his warriors head south, hunting the gnolls who live above the lake. They try to take advantage of their natural stealth and agility, hitting them fast and hard and then quickly retreating back into the jungle. Web pitfall traps are set up, so that they might capture prisoners and gain some intel on these disgusting gnolls.

Personal Project: Arkin, proud of Joan species and it abilities, begins creating a fighting style that utilizes his people’s ability to create stronger silk on a whim. He believes if he can perfect such a style, it will be useful in taking down enemies without harming them too much.
>>
Rolled 21 (1d100)

>>3881763
Hashin shall aim to be the fastest camel racer in the world! From Isarn to Ier he shall race camels with the best!
>>
>>3881123
[Faction Greenlit]
Clutch of Channels
Assets:
- Experienced diggers

Territories:
- Small hamlet on hills outside Nichitin

FP Difficulty: Very Hard
The vast lands of Alamara may be untouched in its farthest reaches, but most areas have been exploited in some way or another. As such, mines are often hard to set up. You and the Clutch of Spawners, do find something, however. Nestled within the hills is a small Trow hole, the Trow being a race of minute, elfin figures that went extinct during the Third Light. Taking what bronze is inside, you gain a small amount of money for your work, as do your helpers. It is a pittance compared to your efforts, however, and nothing interesting remains inside, except some skeletons.

>>3881662
[Faction Greenlit]
Clutch of Spawners
Assets:
- Fertile females

Territories:
- Burrows in the hill near the copper mine

See above for FP results.

>>3881284
[Faction Greenlit]
Ms. Snikkit's Home for Impoverished Hatchlings
Assets:
- Large orphanage building in the capital
- Good social standing
- Large amount of orphans

FP Difficulty: Easy
Your sales go well, both due to the skill of your children and the pity of the kinder arachenians. In time, those who leave the orphanage as they grow older also seek to give back, too, meaning a steady amount of money coming in.

+1 Wealth!

>>3881530
[Faction Greenlit]
Steinin's Webwork
Assets:
- Silkspinners and weavers
- A guildhouse in Nichitan
- Scattered network of trade contacts
- Underground criminal contacts

FP Difficulty: Hard
Your trade routes are set up easily enough, but due to the high price of silk, bandits have occasionally raided, and your poor arachenian bodies cannot handle ghouls except with a significant difference in numbers. Still, if you manage to get these posts defended, you will be making a very large profit.
>>
Rolled 87 (1d100)

>Name
Clutch of Jarkith

>Leader Name
Takit Jarkith

>Description
The Clutch of Jarkith are a group of fishers that wish to peacefully live their lives upon the river, harvesting a bounty of fish from it and selling their wares! However, the recent fighting against the gnolls has lit a fire in their hearts. Much like the rest of their people they are rapidly transitioning from a peaceful people to a much more aggressive kind of Sectarii. They believe that greatness by the Sectarii can be achieved, and WILL be achieved by hard work and determination.

>List of Assets
-Boats
-Experienced Fishers
-Trained Warriors
-Docks near where the bridge crosses the big river (I forget the name it runs from the lake all the way to the delta)
-Small village near said bridge crossing

Faction Project:
The Gnolls have attacked us! While some foolishly attempt to attack by land, we shall do something smarter. We shall search along the coast of the lake and river for gnoll settlements. Those that look unguarded we shall attack (preferably at night) and focus not on killing, but on capturing and enslaving the gnolls! When we return triumphantly, we shall parade them through Nichitan and set them to work helping us.

The Clutch of Channels and whatever Mobius's Faction (I think it is Arkin?) is will be helping us.
>>
Rolled 79, 65 = 144 (2d100)

>>3880688
>Ghouls of the Corn
- Faction Leader Mono
- Mono is just a simple country ghoul at the ripe age of 26 looking out for his kin and his farm. His twelve children are hungry and scared and hes just trying to bring them up right and strong. His siblings and their families are also around to help work the farm and keep everything in shape.Hes put up some Scaregnolls to scare away the gnolls and thats been working alright, but it could be better. Mono wants to build up his farm and his family into something great and true that stands the test of time and the Light. Its hard work to build and learn, but someones got to do it.
>Assets
-Large Farm (Maize)
-Large Farmhouse
-Tool Shed
-Some Scaregnolls

Wealth:1
Influence: 1

FP: Expand the Farm into this pictured area so we can have enough to trade and save for the lean times. Put up some Scaregnolls to keep the gnolls away.

PP: Learn more about farming so I can tell when soil is good and when it is bad.
>>
>>3883213
>>
Name: The Skiterin
Leader: Dshinkin

Faction: The Skitarii are a brood that only recently joined the Nichtan Republic, because they were the first nation of their kind they would encounter in a long time.

Prior to joining the republic they were nomadic grazers and warroirs, roaming in search of better pastures or better prey for food and supplies. They enjoy serving as mercenaries to anyone willing to hire them. They were especially employed often by the Ghouls of Ier and Isarn, who always had problems in their own territory such that they could not even defend their own protectorate. In the Skiterin opinion, a mutually beneficial relationship is far better than any mere friendship could be, and they found themselves employed time and again.

The Skiterin pride themselves on their ability to move quickly from one battlefield to the next. This they do thanks to aquiring the knowhow to make fast moving chariots and wagons from the Ghouls.

Faction Assets:
-Fast Camels, bred for speed over size
-Chariot/Wagon Making
-Mercenary Contracts with Ghouls of Ier and Isarn
>>
>>3883468
Faction Project:
Our fast camels are lighter and swifter than those who remain in one place to let their herds grow fat and heavy. What they lack in strength they make up for in endurance and stamina.

But breeding only goes so far. Training is vital to both warrior and horse. It is said the ideal Skiterin has four legs, not eight. Spider and mount must become as one.

We must improve our Camel training and stamina, pushing them to move faster and travel longer before needing rest.

>>3883096
Personal Project:
Dshinkin accepts the challenge to a race from the local Hashin, to ignore it would go against his family honour. He pits his own mount against the other to see who is the fastest.
>>
Rolled 88, 76 = 164 (2d100)

>>3883479
>>
>>3883196
The Clutch of Spawn also sends help. This seems an excellent opportunity to invest in a new source of food, and we sill support it.
>>
>>3883196
Gnoll hunting! The great Skiterin past time. We send our chariots and fast camels to aid the Jarkith in riding down and capturing as many of them. Our younglings are in need of practice against a foe.
>>
dice+1d100
Name: Stonecutters

Leader Name: Serath

Description: A new group of Arachenian that believes in the new way and end to pacifism. They went out and established a new home to help spread the nations power and expand Nichitin's reach

Assets:
New Colony established on the western river head.
Experienced masons
A Stone Fort

Wealth:1
Influence:1

FP: Build new farms to help supply the new colony with food so it can grow ever larger.
>>
Rolled 94 (1d100)

>>3883493
Found my error
>>
>>3880688
Silk Legion
Faction Leader: Artorias
The Legions arose from men and warriors who protected the silk trade caravans. They took hold of one of the trade caravan companies after they had arisen enough funds under Artorias Leadership. They still contract our for trade, but a new direction of mercenaries and soldiers for gold is the future. Investing the gold from soldiering for assets.

>Assets
- Village with farms
- Soldiers (As many as I can Get) (Good armour from trade)
- Silk trade caravans

Faction Project:
Advance our combat techniques to fight together in a main line, Shield to shield. Our new formation will be called the Parem.
>>
Rolled 39 (1d100)

>>3883511
>>
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>>3883514
>>3883511
>>
Rolled 17 (1d100)

>>3880688
Faction Name:Hill Stalkers
Faction Leader: Nitan
A small family that has always been living around the hills north of Nichitan and until an unusually large clutch of eggs one year they had to more formally organize! They have been hunting their patch of the rainforest from the canopy and below! Through generations of trial and error the Hill stalkers have gotten the hang of quietly climbing through the treetops or perfecting the perfect person hole for ambushes and hidden anything.

Assets:
Experienced climbers
Experienced digger

Territories:
Small Village
Small tunnel network


Wealth 1, Influence 1

FP
Auto 50
Nitan the current oldest sibling and the first to really look around outside of their fledgling village saw just how close the other villages were and decided to try to turn the family’s hunting tunnels into a mine! Or at the very least expand the tunnels a bit throughout the hills haha.

PP
Nitan having sent his life like most in villages on the ground but he had always enjoyed climbing trees and camping out in the canopies and so he decided to try to make the best hanging tent ever seen!
>>
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>>3884421
>>
>>3880688
H. Trade
Try to get trade going again with those to our north. We need to get the income flowing again
>>
>>3884782
SUpport
>>
>>3880688
>D. Military
With our frail bodies and strength the military will focus on creating a group who excel on ambush tactics, soldiers trained to hide in various types of environments and executing decisive surprise attack. Call them the Riselain
>>
>>3884782
>>3880688
backing
>>
>>3881737
[Faction Greenlit]
The Hidden Netters
Assets:
- Experienced hunters
- Hunting posts south of Nichitan
- Advanced silk based trap designs

FP Difficulty: Normal
Due to the fact gnolls don't tend to stray that far north, your operation, aided by the Redwire Colony, goes relatively well. However, there are slim pickings, and due to the physique of all arachenians, some skirmishes do occur when your traps aren't set up properly. All in all, you catch a few dozen gnolls in areas ranging from your hunting ground to a little further south, by Lake Larope. This effort by both your groups nets you a little bit more influence among the population.

+1 Influence!

>>3881749
[Faction Greenlit]
The Redwire Colony
Assets:
- Experienced farmers
- Small warrior group led by Texain

Territories:
- Texain's First Step (Redwire Colony)

>>3881763
[Faction Greenlit]
The Drybacks
Assets:
- Animal herds (Camel, alpaca, llama)
- Trade contacts with ghoulish states

FP Difficulty: Normal
Choosing to buy excellent specimens of camels from Ier and Isarn, you breed them with your own dromedaries and produce a line with better than average temperament. While built the same as many camels, the moodiness of the average dromedary is one of their most well known traits, meaning yours are a fair bit unusual. This enables you to raise prices on your herd, ensuring a decent profit at the end of the decade.

+2 wealth!

>>3881812
[Faction Greenlit]
Clutch of Wanderers
Assets:
- Middling sized camel herds
- Some knowledge of poisons
- Experienced explorers

Territories:
- Small hamlet near the capital

FP Difficulty: Easy
As your party moves northwards, you come into contact with a group of ghouls who are traveling north as well. Unfortunately for you, they rob you blind during the night. While you manage to reach your destination and gain a basic map of Lopenland, further expeditions northwards meet with similar fates, and you give up on them for the time being. It appears robbery is very common on the trade lanes these days.

>>3881916
[Faction Greenlit]
Clutter of Spi
Assets:
- Skilled silkweavers
- Simple web homes
- Some farmers

FP Difficulty: Very Easy
Due to the scale of your endeavors, you are quickly able to set up protective coverings on both your nests and forests. However, you wonder how much good this will do in the face of swords and flame. For a while, at least, you hope you won't have to find out.
>>
Faction: The Kennel Masters

Leader: Krassys

Along with the Silk Legion, these descendants of ancient Ier followed the trade caravans providing a different service. They were pit-masters and keepers of the lower races. It was their job to ensure a steady toll of labour and gladiators to fill the fighting pitts. They are lead by Krassys, a ghoul who claims descent from an ancient royal bloodline. Though they now serve a different government and even a different species, life for them has not changed as it has for hundreds of years. Be they spiders or the Ghouls of Ier and Isarn, the arenas are filled, gnoll blood is spilt, and broken servants toil as they always have. With the recent victory in battle against the gnolls, and now many more gnolls fleeing the fall of their villages, the Kennel Masters have had many more bodies to fill their holds.

Assets:
Lucrative Gnoll Labour Auctions for wealthy Ier/Isarn/Nichtin
Lucrative Arena Events and Ieran/Isarnian Tourism
Gnollish Gladiators/Penal Brigades

Other: -Heritage with the Silk Legion (I asked Mill if this was okay)
>>
Rolled 66 + 15 (1d100 + 15)

>>3880688
*whistles*
>>
Rolled 16, 62 = 78 (2d100)

>>3886903
FP: the Gnoll battle must have left behind many stragglers and deserters, and even now perhaps there are others seeking to further gains against these dogs. we must go forth and acquire as many new bodies for the fighting pitts as we can. scour the lands for gnolls, be they in the woods or their camps.

PP: Krassys, a Ghoul himself, works on his charisma and diplomatic skills with the northern neighbors of Isarn and Ier. He works on learning and meeting persons of importance, and being able to blend in when needed.
>>
Rolled 13 (1d100)

>>3880688
Faction: The Black Brood
Leader: Hickixch the Black
Description: The followers of a particularly warlike spider whos families fell victim to Gnoll aggression years ago. They represent an informal military force to supplement the republic military in various other ways.
Assets:
Warriors
Camps located in villages throughout the republic to help

FP: Offer my groups services as a mercenary to the tyranny of Ier
>>
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The Riverlopers
Leader: Sven'r Lopen
The Archaenians and Giants of the Riverlopers are not sure how exactly their ancestors met. One story says their forefathers were ambushed as they were trading, the Lopen giants carried the Archaenians across a great river to an island. The gnolls surrounded the riverbanks, thwarting any attempt to ford either side, but themselves could not attack the island. The giants and archaenians hewed the island's trees down and tied them with their silk, and floated down the river to safety. Another story claims they were once slaves of Ghouls, and set to build ships for them, before escaping on a ship themselves. This tends to be regarded as the more accurate, considering the weapon they use to defend their boats is of old Ieran origin.

However it happened, the Riverlopers have enjoyed their coexistence with each other and the water for many generations. The giants would hew and haul the great loads of lumber for their crafts and vessels, or scoop up the large river beasts for food, while the clever Archaenians understood boatcrafting, toolmaking, and spinning silk to make ropes and sails and nets for fish. Plying the river currents or the coasts, they became natural traders, using the waterways to carry goods and cargo. Living on the water has not always been easy, and they are always ready to defend their floating homes.

Assets:
-Small floating village/house cluster
-Trade along the river
-Large Bow on a Cross - Old Ieran design
>>
I didn't think this needed to be said, but if you are doing a FP, please don't just say you're also doing X, Y, and Z. I am specifically speaking of Oldfag's FP, which everyone and their mother said they were supporting, when only one group actually had any capability to support them, both supply wise and time wise.

For a slightly less important request, please post your FP + PP in the same post. Posting them seperately creates a bit of a clutter, as you can see.


>>3882525
>>3883057
Faction Greenlit
Clutch of the Protectors
Assets:
- Barracks
- Experienced warriors

FP Difficulty: Normal
With stiff competition on hunting the gnolls, your hunts see only two gnolls fall into your hands, both of whom were already sick or injured. In addition, a few members of yours go missing near the lake...

>>3883196
Faction Greenlit
Clutch of Jarkith
Assets:
- Boats
- Experienced fishers
- Inexperienced warriors
- Docks near the Great River
- Small hamlet near the bridge crossing

FP Difficulty: Hard
While you have plenty of enthusiastic supporters, your material backing from these groups is less than stellar. Both the Clutch of Channels and Clutch of Spawn are too heavily invested in their mining to send men, though the Skiterin are able to send some men. Luckily for you, on the southwestern shores of the lake, you do find a large gnollish hamlet that is completely undefended. You take slaves when you can, though as some of the residents of the area flee, you think it best to quickly board your ships with what you have, in case you encounter more gnolls. Notably, on the eastern shores of the lake, you find a large, walled town that appears to be entirely populated by gnolls. However, they do not attack, and instead try to communicate with you. It appears that it is a major trade port in the region, which facilitates trade between the gnollish nations. You return home with a bit more wealth and knowledge.

+2 Wealth!

>>3883213
Faction Greenlit
Ghouls of the Corn
Assets:
- Maize farm
- Large farmhouse
- Tool shed
- Some scaregnolls

FP Difficulty: Easy
Expanding the farm goes quite well, as by focusing on that rather than the gnoll scare of the past few years, you surpass your neighbors with ease. You hire some farmhands as well, on top of your tidy profit.

+1 Wealth! Add to Assets: - Some farmhands

>>3883468
>>3883479
Faction Greenlit
The Skiterin
Assets:
- Fast camels (bred for speed)
- Chariot/wagon making
- Mercenary contracts with Ier and Isarn

FP Difficulty: Normal
Your breeding and training regimen goes very well, with your camels becoming leaner, and faster. You suspect if you bred the camels with their cousins, the alpacas or llamas, you might also be able to better acclimate your camel herds to the jungle.
>>
Halfway through this post I realized making these posts pretty is just too time consuming, so that will be saved for important event posts and that kind of thing. With the amount of players there are, that seems like a far better plan. Also, I am not mapping your hamlets for a while, just due to the fact that throwing them on now will misrepresent your population. I have marked the claims on my QM map though.

>>3883493
Faction Greenlit
Stonecutters
Assets:
- Experienced masons
- Small stone fort

Territories:
- Hamlet on the western river head

FP Difficulty: Normal

Your small hamlet flourishes with the growth of the farms, which grow far larger and far faster than expected. As such, you are able to sell much of the surplus.

+1 Wealth!

>>3883511
Faction Greenlit
Silk Legion
Assets:
- Small amount of well equipped, experienced soldiers
- Contracts with few silk trade caravans

Territories:
- Hamlet with farms

FP Difficulty: Normal

Though you insist on calling your shield to shield form of combat the Parem, most armies have fought with shield walls for generations. However, by working on this simpler task, your men become quite experienced and used to this form of combat.

>>3884421
Faction Greenlit
Hill Stalkers
Assets:
- Experienced climbers
- Experienced diggers

Territories:
- Small hamlet
- Small tunnel network

FP Difficulty: Easy/Very Hard
While a mine is not come by, you expand the tunnels a little bit, encountering some difficulities however. Specifically, the soil underground in your region is very dry and crumbly, leading to a lack of adequate areas to place support beams.

>>3886903
>>3887499
Faction Greenlit
The Kennel Masters
Assets:
- Gnoll labour auctions for the wealthy (Isarn/Ier/Nichitin)
- Small arena events (Using gnollish gladiators)

FP Difficulty: Normal
Like some others, you are unable to procure many gnolls at all, as most reside in the far south, and those you do find are wounded or weak stragglers from the battle prior.

>>3888756
Faction Greenlit
The Riverlopers

If you have a project, let me know.
>>
>>3881812
PP Difficulty: Easy
Ixghsin's meditations go well, and as he rests within the tree, he comes to the conclusion that death is a part of nature as much as anything else. While this does little to calm his nightmares, over time, he grows used to this concept, and at the end of the decade, he emerges refreshed and thoughtful.

>>3881817
PP Difficulty: Easy
You attain the bones with relative ease, the beast's great spines acting as simple handles.

Add to Assets: Snake bones

>>3881832
PP Difficulty: Easy

You acquire your weapons, but the poison was hard to come by, as was decent armor. You make do with what you have already, and rusted, dented armor.

>>3881868
PP Difficulty: Hard
With most now unwilling to admit their support of the caste system, all you accomplish is making yourself look like a fool as your recruitments fail.

>>3881919
PP Difficulty: Normal
Your skills improve, and you make a bit of a name for yourself with the excellence of your silk.

>>3881974
PP Difficulty: Normal
War is confusing, and Texain isn't sure he'll ever fully understand it. Still, half-knowledge of the art of war is better than many of his fellow Nichitin.

>>3883057
PP Difficulty: Normal
Arkin's work goes well. While the weaving form of silk comes from your spinneret, located at your rear end, the sticky silk comes from the palms of your upper body. As such, he utilizes this to pioneer a Silk Style of fighting, which aims on disabling and stopping enemies, rather than hurting them.

>>3883096
>>3883479
PP Difficulty: Normal
Dshinkin beats Hashin, though it ends up being a close race.

>>3883213
PP Difficulty: Easy
Your studying goes well, and your farm benefits as a result.

>>3884421
PP Difficulty: Easy
Your hanging tent is a disaster, and you should feel bad for having made it. Shame. Shame.

>>3887499
PP Difficulty: Normal
Your schmoozing goes well, and you befriend some members of the lower nobility in both nations as you practice your diplomacy.

>>3888164
FP Difficulty: Impossible
Unfortunately for you, Ier has started no wars in the past decade, and while you wait, your plans end up being pointless.
>>
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Over the past decade, the silk trade with Ier and Isarn has been undermined by the lawlessness of central Alamara, where bandits and highwaymen reign. This presents a serious issue, as most of your trade is channeled through those nations, Isarn trading outwards to the Ringborn and the archipelago off of their coast, and Ier trading with the Lopen and the minor states west of them. Luckily though, your attempt to negotiate better deals with your neighbors goes well, even receiving a map of the western archipelago as a gift. In other trading news, a small traveling caravan has been set up in the same area, ostensibly for bandits to sell their stolen goods to legitimate merchants, which are then resold in proper markets. If the rumors are true, the Drybacks helped establish this, and seem to be making a profit from it.

The only other information to come out is that gnolls have not been sighted in the north over the past few months. The Legs seem to believe that the gnolls are preparing for war, and have ordered the preparation of your own army.

Year 11 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 6/10
Morale: 5/10
Wealth: 4/10
---
Population: 38,366
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, copper, silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Other
>>
>>3890465
>F. Technology Research
>>
>>3890465
F
>>
>>3890465
C. Construction


Search for veins of copper in the mountains of our lands for establish mines and create some new stone quarries.
>>
>>3890465
D. Poisoned Weapons
>>
>>3890474
Support
>>
>>3890465
F
>>
>>3890465
F
>>
Tech Research has been chosen - what will you research?

A. Pottery
B. Music
C. Magic
D. Fishing
E. Metallurgy
F. Other
>>
>>3890488
E. Metallurgy
>>
>>3890488
>D. Fishing
>>
>>3890488
B
>>
>>3890488
C.
>>
>>3890488
>>3890490
Switching to C
>>
>>3890488
F Currency
Make our own currency of copper that could help us track the bandits stealing from us, and help us trade.
>>
>>3890488
E
>>
Rolled 1 (1d2)

1 - Magic
2 - Metallurgy
>>
One of your least developed technologies as a nation, magic is an art form that can be seperated into four different professions. Mages cast elemental magic, which comes in the form of fire, water, air, earth, dark, and light. They are best suited to combat, and can either cast magic by channeling mana in the environment through scars on their body/soul (marks on the body leaving marks on the soul), or more powerfully by casting that mana through the soul itself. This soul magic is more dangerous, however. Warlocks, meanwhile, are the heirs of a magical bloodline and have powers that are passed down. They generally gain a certain power as an heir, which can be progressed, though at some risk each time, with the risk increasing with each new skill gained. If their development fails, they can be warped, and turned into any manner of monster. Alchemists, to keep it brief, are non-magicians who use magical ingredients to create potions and other items of use. Lastly, enchanters are capable of putting pieces of their soul into an item. Enchanters gain a second sense of their items, and mages who are also enchanters are more powerful when they channel through items, though they are less powerful than a regular mage without them. This is because the size of the soul decides the strength of a mage, and they are reduced with that piece of their soul missing.

In combat, the two most useful tend to be enchanters and mages. Due to your lack of knowledge on the subject, the past year or so is dedicated to finding out how many mages there are among the population, and to setting aside resources for future research. It seems there are about 500, though there is a notable lack of alchemists, and no warlocks, warlocks being the rarest branch by far.

Meanwhile, a gnoll diplomat has been sent to the Legs, demanding your vassalization, and a head for every gnoll killed (roughly 50), or further blood will be shed. What will you do?
>>
Year 12 AL (After the Lights)
---
Agriculture: 4/10
Resources: 4/10
Food: 7/10
Morale: 4/10
Wealth: 4/10
---
Population: 39,325
Government: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3890541

E. Law.
The Fangs and the Venom, Hunters of Bandits and Outlaws. The Republic will maintain a civil arm of law enforcement to tackle the bandit problem plaguing central Alamara. Appointed by the 10 Eyes Village Leaders to oversee the areas of their constituency are the Fangs. A higher body of High Rangers will be appointed by 8 Legs Legislature to handle cross village banditry, the Venom.
>>
>>3890541
I. Diplomacy and War
Tell that Gnoll to suck my fat spider cock then figure out where they're hiding, march our army over there, and slaughter them.
>>
>>3890538
Tell the gnoll to fuck off.
>>3890548
Supporting this
>>
>>3890541
Ignore the gnoll because it is an animal.
>>
>>3890548
Supporting
>>
>>3890548
Support this
>>3890541
Politely send the gnoll messenger back with a nice gift basket of blankets and fruits and apologize that we can't meet their request as it's against the law to murder innocent civilians regardless of the request. They should come by sometime for brunch though
>>
>>3890538
If they want to discuss an end to bloodshed they wouldn’t ask for more of it in return.
“Go home Gnoll. Return when you wish to be honest.”
>>
With the new law enforcement forces formed relatively easily, the gnoll is killed rather than any attempt at diplomacy made. Due to this, it is no surprise as scouts report an army moving from the south towards the lake village. However, their numbers are far larger than you expected... your army made up of 400 men pales in comparison to the 2000 men expected to reach there in the next week! Chalit Silkstore, the leader of the army and the newly appointed general, is beyond furious that the Legs and the public were too concerned with the bandits to lift a hand in preparation for this war. He has called for a force of 3,000 to be mustered, but some are hesitant for that amount to be met. After all, if the army loses, the next target will be Nichitin itself, and crops won't farm themselves.

What will you do?
>>
>>3890609
Back the 3000 proposal, gather the former militiamen if we can, they'll at least have some fighting knowledge even if not as good as the standing army. Send out some scouts to try and ascertain their positions then begin setting traps along the way. We'll lure them into an ambush then strike in force.
>>
>>3890609

support and approve
>>
>>3890615
Supporting
>>
>>3890615
Support
>>
>>3890615

support
>>
>>3890609
Amass the army. This horde will leave no one standing to farm if we do not meet it
>>
>>3890615
This
>>
Give me three rolls for the scouting, and three rolls for setting traps.
>>
Rolled 41 (1d100)

>>3890633
>>
Rolled 26 (1d100)

>>3890633
>>
Rolled 68 (1d100)

>>3890633
>>
Rolled 86 (1d100)

>>3890633
Based RNG
>>
Rolled 47 (1d100)

>>
Rolled 17 (1d100)

>>3890633
>>
Rolled 23 (1d100)

>>3890633
>>
Rolled 80 (1d100)

>>3890633
>>
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It's simple enough to scout the enemy's location and set up traps, but an ambush is another thing altogether. As it is right now, it is only a matter of days before the gnolls reach the lake shore and begin their pillaging. Your two choices are either dig in as much as possible, and prepare for the battle, or attempt an ambush, leaving the hamlets unprotected for now. While General Silkstore seems to prefer the ambush, many in the army seem to dislike the idea of potentially leaving the village to fall. This is because, according to the General's plan, the army should attack while the enemy are raiding the village, which is when they will be most vulnerable. Some suggest a more balanced approach, surprising the gnolls as they move towards the village.

What will you do?
>Dig in and defend
>Ambush before they reach the village
>Ambush while they raid the village
>>
>>3890674
>>Ambush before they reach the village
>>
>>3890674
>Ambush before they reach the village
>>
>>3890674
>Ambush while they raid the village
>>
>>3890674
“Hit them from the shadows before the burn the heartlands.”
>>
>>3890674
>Ambush before they reach the village
>>
Alright, give me three rolls as you prepare to ambush them.

DC 40, -10 planned ambush, -5 decent general, -5 morale, +5 experience, +5 sense of smell.
>>
Rolled 78 (1d100)

>>3890700
>>
Rolled 35 (1d100)

>>3890700
>>
Rolled 82 (1d100)

>>3890700
More based RNG
>>
Rolled 46 (1d100)

>>3890700
>>
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Hidden beside a hill, your army nervously watches the gnolls move through a thinner area of the jungle, holding their positions as they are led by a vanguard of some sort. While their senses of smell are impeccable, within this jungle, it is easy to become confused with the amount of stimuli, and they are not alerted to your presence. As you slowly peel away from the hill and charge towards them, they don't notice until it's too late, as arrows rain from the sky and onto their furred bodies!

DC 45, -15 surprise!, -10 numbers, -5 decent general, -5 morale, +10 experience, +10 weak race, +5 magic, +5 equipment.
>>
Rolled 86 (1d100)

>>
Rolled 43 (1d100)

>>3890714
>>
Rolled 38 (1d100)

>>3890714
>>3890714
>>
Rolled 14 (1d100)

>>3890714
>>
FAILURE

As you charge out, the most experienced warriors of the gnollish army pivot towards you, their sense of direction working thanks to the projectiles already sent flying towards them. As your front lines meet, while morale and the element of surprise are still on your side, the fighting becomes even, turning the forefront of the battle into a frenzied melee! Blood begins to pour from fur and carapace alike as the general calls out his orders.

What will you do?
>Attempt to use your numbers to push back their vanguard
>Try to penetrate their vanguard and reach the less experienced gnolls in the back
>Stretch the line and attempt to flank
>Other
>>
>>3890731
>Attempt to use your numbers to push back their vanguard
Strength in numbers, don't waste it, don't overextend
>>
>Attempt to use your numbers to push back their vanguard
>>
>>3890736
I concur you our numbers to break them!
>>
>>3890731
>>Attempt to use your numbers to push back their vanguard
>>
>>3890731
>Stretch the line and attempt to flank
We outnumber them so let's flank
>>
>>3890731
>>Try to penetrate their vanguard and reach the less experienced gnolls in the back
>>
DC 50, -10 surprise!, -10 numbers, -5 decent general, -5 morale, +10 experience, +10 weak race, +5 magic, +5 equipment.

Three rolls needed
>>
Rolled 25 (1d100)

>>3890746
>>
Rolled 50 (1d100)

>>3890746
DIE ANIMALS AND I SNIP YOUR TAILS
>>
Rolled 9 (1d100)

>>3890746
>>
Rolled 24 (1d100)

>>3890746
>>
Rolled 66 (1d100)

>>3890746
>>
Rolled 10 (1d100)

>>3890746
>>
Rolled 59 (1d100)

>>3890746
>>
Rolled 30 (1d100)

>>
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FAILURE

Though you may have the numbers, your enemy clearly has the experience, as gnolls armed with brutal, wood and obsidian clubs beat their way through your front line. Rather than pushing them back, you are being cut through by the blunt instruments these monsters bear. If you do not hold them, they will soon reach your archers, some of whom already are preparing to join the melee. The general chitters out orders as the sun peaks overhead, the battle having raged for close to two hours now.

What will you do?
>Crush the vanguard as they move in
>Attempt to encircle their army now, let the archers fend for themselves in melee
>Punch through their thinned out line in return
>Other
>>
>>3890770
>Punch through their thinned out line in return
If we have an advantage, press it
>>
>>3890770
>>Punch through their thinned out line in return
>>
>>3890770
>Crush the vanguard as they move in
>>
>>3890770
Have your two line open slightly so that the enemy are pulled in and we crush the vanguard from all sides with our numbers. If they dont move into it creates an open gap for us to move around in and further shoot them. This also widens our force front to enclose
>>
>>3890770
>Punch through their thinned out line in return
>>
>>3890770
>Crush the vanguard as they move in
>>
>>3890770
>>3890777
changing to punch through
>>
DC 55, -5 surprise!, -10 numbers, -5 decent general, -5 morale, +10 experience, +10 weak race, +5 magic, +5 equipment.

3 rolls needed, as you punch through.
>>
Rolled 27 (1d100)

>>3890788
>>
Rolled 52 (1d100)

>>3890788
>>
Rolled 61 (1d100)

>>3890788
>>
Rolled 66 (1d100)

>>3890788
>>
FAILURE

Though you try to break through their lines, the gnolls hold firm, their experience giving them a clear edge in this battle. Your morale is beginning to ebb as well, and the general is considering retreat if you cannot hold now. The tribal savages may be animalistic, but they are damn effective at what they do, and the archers fall as the rest of your men do, with or without melee weapons. You must make quick work of these grim butchers, or flee!

What will you do?
>Desperately crush them
>Try to punch through one last time
>Retreat
>Other
>>
>>3890806
>Desperately crush them
All or nothing
>>
>>3890806
>Desperately crush them
>>
>>3890806
Crush them.
Try and find their leader and tear him apart.
>>
>>3890806
>Desperately crush them
>>
>>3890806
>>Desperately crush them


if possible kill their leaders
>>
Give me three rolls, DC 65, -10 numbers, -5 decent general, +10 experience, +10 weak race, +5 magic, +5 equipment.
>>
>>3890806
"Crush those who would see us slaves, break free from the chains and beasts of the jungle. Do this for those who suffered before us, do it for those hatchlings we wish to provide a better future for but most importantly do it for yourselves right here right now!"
>>
Rolled 99 (1d100)

>>3890823
SURGE
>>
Rolled 93 (1d100)

>>3890823
SURGE
>>
Rolled 14 (1d100)

>>
File: Jungle1Round5.png (12 KB, 1070x872)
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CRITICAL SUCCESS

Despite all odds, you manage to crush a decent amount of the enemy vanguard between your split army, slaughtering them like they have been killing your own. A fire has been lit in your bellies now, and the lost morale returns as the front, led by a Nichitin named Jarkith, pick up the club-blades of their fallen foes and use them against the gnolls! The archers also regain their footing in the trees using their silk and scrabbling legs, before beginning to shoot out a barrage once more.

What will you do?
>Finally break their front line
>Try to encircle them again
>Fall back, you've done enough work for now
>Other
>>
>>3890837
>>Fall back, you've done enough work for now
>>
>>3890837
>Finally break their front line
Running away is for pussies
>>
>>3890837
“BREAK THEM BROTHERS!”
>>
>>3890837
>Finally break their front line
>>
>>3890837

>Finally break their front line
>>
>>3890837
>>Other
Bait a withdrawal that they might willingly move into our arrows, we are more agile in the trees. If they take this chance to withdraw, good if not we will bleed them slow over the jungle floor.
>>
>>3890837
>Finally break their front line
We can't disengage now, we have lost to many to safely leave this engagement, they need to be the ones running, so we can shoot them in the back while they run and this all is somewhat worth it.
>>
"Slaughter them!" is the cry of General Silkstore as you try once again to cut through their line!

DC 60, -10 numbers, -5 decent general, -5 morale, +10 experience, +10 weak race, +5 magic, +5 equipment.
>>
>>3890849
>>
Rolled 47 (1d100)

>>3890849
>>
Rolled 20 (1d100)

>>3890849
SURGE
>>
Rolled 73 (1d100)

>>3890849
>>
Rolled 59 (1d100)

>>3890849
>>
File: Macuahuitl.jpg (76 KB, 690x505)
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FAILURE

Though your numbers are superior, and you have regained your morale, the gnollish lines still hold, the unfamiliar weapons proving more of a hazard than a boon as your warriors take up the foreign weapons. The grass is slick with blood at this point, and more than four hours have passed, with both your armies growing weary. As your exhaustion rises, so will your casualties, and the general ponders his options.

>Break them or die trying
>Back off, before charging at them
>Full retreat
>Other
>>
>>3890867
>Full retreat
>>
>>3890867
>Back off, before charging at them
They'll never see it coming
>>
>>3890867
>>Other
Stratigic withdraw, bait them into thinking we're going for a full retreat so they try to follow us but it's leading them into our planned arrow fire and volleys. they to are likely eager to see this finished, let that be their undoing. If they dont chase us them we withdraw step by step
>>
>>3890867
Other
Pull back to allow the archers the best angles to shoot, and maintain ground there until the enemy gives up and retreats.
>>
>>3890873
>>3890875
these
>>
>>3890867
>>3890871
>>3890873
>>3890875
yeah basically
>>
Unlike your expectations, as you fall back, so do the gnolls, retreating to a position behind the opposing hill. As the sunlight wanes, they begin to set up camp, making no intention to charge forward at you.

What will you do?
>Set up camp
>Fall back to Nichitin
>Head to the village
>Attack them
>Other
>>
>>3890881
>Head to the village
We may be able to set another ambush for them there as originally intended if we can move quietly and quickly enough
>>
>>3890881
>Set up camp
>>
>>3890881
>Attack them
Gather volunteers that still have some fight in them after this horrible day, to attack their camp at night to destroy their supplies, inflict casualties and most importantly keep them from resting
The rest of the army does>>3890883
>>
>>3890881
Gain the best position possible and begin butchering their dead and snipping their tails to enrage them and force them to attack us in a disorganized mob or atleast demoralize them.
>>
>>3890881
>Other
They have made camp, isolate them. Do not let any runners or riders out to send word to their kin. we will trap them her and we will harass them with small barrages day and night. They will get no rest nor peace while under our canopies. If possible use our ability to climb to try and snipe the odd big gnoll or important looking ones.
>>
>>3890888
Yes yes, 20 good men, this is brilliant
>>
>Other


Set up a camp more near our village. Send word for prepare reinforcements.


Put scouts near the gnolls camp, they will take out any runners or riders out to send word to their kin.
>>
The vote right now is split between two major options:

A. Isolate them and harass them
B. Prepare to ambush them near the village, send a small group to their camp to harass them
>>
>>3890907
>B
>>
>>3890907
A
>>
>>3890907
B. Prepare to ambush them near the village, send a small group to their camp to harass them
Most of our men are tired, we can't stay up all night harassing them. Send 20 good spiders who are still in good shape to fuck with them and the rest fall back.
>>
>>3890907
>B
>>
>>3890911
this
>>
>>3890907
B
>>
Your casualties are as follows:

500 dead (400 levies, 100 professionals)
800 heavily injured
1500 lightly injured
200 uninjured

Give me six rolls, three for "20 good spiders", three for preparing a second ambush.
>>
Rolled 56 (1d100)

>>3890918
>>
Rolled 24 (1d100)

>>3890918
>>
Rolled 15 (1d100)

>>3890918
>>
Rolled 60 (1d100)

>>3890918
>>
Rolled 20 (1d100)

>>3890918
>>
Rolled 35 (1d100)

>>3890918
>>
File: Jungle1Battle2Round1.png (12 KB, 1070x872)
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Your 20 good men get turned into 20 subpar corpses rather fast, and are mounted on poles outside the gnollish camp. When you attempt to leave to set up an ambush near the village, you quickly notice the enemy following you!

DC 70, -10 numbers, -5 decent general, +5 surprise, +10 experience, +10 weak race, +5 magic, +5 equipment.
>>
Rolled 55 (1d100)

>>3890937
>>
Rolled 98 (1d100)

>>3890937
>>
Rolled 3 (1d100)

>>3890937
>>
Rolled 78 (1d100)

>>3890937
>>
Rolled 54 (1d100)

>>3890937
>>
FAILURE

The gnollish army quickly catches up to you, and the forces of General Silkstore are soon caught up in combat once more. Though they only had a slight element of surprise, the well trained gnolls were clearly expecting you to move towards the hamlet, and you have fallen right where they wanted you. Only swift action by Texain Redwire prevents your flank from being engulfed by the enemy, as he takes charge from the now dead officer that led the right side of your army. Now, you are forced to fight or flee!

>Retreat northwards to Nichitin
>Break through their thin vanguard line
>Use your superior numbers to try to surround them again
>Other
>>
>>3890952
>Retreat northwards to Nichitin
>>
>>3890952
>>Retreat northwards to Nichitin
>>
Rolled 33 (1d100)

>>3890952
>Use your superior numbers to try to surround them again
SURGE
>>
>>3890957
Support
>>
Alright, give me three rolls.
>>
>>3890952
>Retreat northwards to Nichitin
>>
Rolled 84 (1d100)

>>3890964
>>
Rolled 92 (1d100)

>>3890964
>>
Rolled 84 (1d100)

>>3890964
>>
Rolled 91 (1d100)

>>3890964
>>
File: War Map.png (27 KB, 1918x877)
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Heading back to Nichitin, casualties are minimal. However, morale takes a hit with the abandonment of the village. General Silkstore seems unconcerned, however, reasoning that most of the villagers would have already come northwards for protection, and stating that the defense of the capital and the surrounding countryside is more important for now. As you return, a final bodycount is tallied:

600 dead (475 levies, 125 professionals)
700 heavily injured
1750 lightly injured
50 uninjured

Scouts are sent out while medical help is sought for the wounded. Over the next few days, the gnolls mainly focus on razing the south, but slowly drift northwards, seeming to aim for a few undefended and largely abandoned hamlets across a small river from Nichitin.

What will you do?
>>
>>3891014
Heal the wounded jesus christ
>>
>>3891014
Take what resources we can to the capital city and burn what we can’t. Also send some men to try and harass their supply lines and scouting parties to slow them down
>>
>>3891014
Take care of our wounded and set up traps in the jungle, the hidden netters have some gnoll trapping experience we can use.
>>
>>3891014
1) Evacuate the Hatchlings and civilians north of the river.
2) Send word to Ier that they trade buddy is under attack and they will lose their Silk if we die (i would rather ask Isan but i dont know how close we are to them)
3) Harass with no direct engagement, bleed them every step they take further into our domain.
>>
What can be evacuated is evacuated, aid is called for from foreign powers, harassment starts and traps begin to be set up.

Give me three rolls for the last of that.
>>
Rolled 18 (1d100)

>>3891034
>>
Rolled 42 (1d100)

>>3891034
>>
Rolled 46 (1d100)

>>3891034
>>
Rolled 49 (1d100)

>>3891034
>>
Rolled 21 (1d100)

>>3891034
>>
Your harassment campaign goes decently, slowing the gnolls and surely being a minor thorn in their sides. However, they continue to burn your lands, and soon pivot around to move to your remaining farmland. A demand is sent, much like the gnollish emissary from before. They demand the following:

- 20% of your exported silk per year will go to them (they will have enforcers in place to make sure of this)
- There will be no future attacks on their nation
- You will allow gnolls free movement and trade within Nichitin

What will you do?
>>
>>3891049
- 20% of your exported silk per year will go to them as tribute for 10 years

Take it or we use all the wealth you want to plunder to hire Ier and every other army we know to burn everything and you can be king of the ashes. If you would like to chat further please send someone with the authority to negotiate

This is the fuck you option and not ideal
>>
>>3891049
Drop the last part and we’ll accept
>>
>>3891063
A second letter will follow simply saying, "Sorry Matriarch"
>>
>>3891063
Change to this
>>
>>3891049


- 10% of your exported silk per year will go to them, for 10 years.

- We want much the same for us.

- No
///

In case they don t accept :


prepare new recruits and ask help to the ghouls to the north.


keep harrasing the gnolls, while our army recovers


produce simple wood and stone weapons for anyone that can t have a metal one.
>>
>>3891063
SUpport
>>
>>3891063
Support
>>
>>3891049
Accept the deal under the pretense they will also not attack/raid our nation as well and that the silk export can be renegotiated again after 10 years
>>
Not bothering to reply to your own response, the gnolls instead move towards your farmland, seemingly intending to ruin your lands to force you to the negotiating table. General Silkstore, meanwhile, is discussing with his officers whether or not leaving the city would be a good idea. Your forces have been replenished due to the refugees within Nichitin, but the sacking of the agricultural center of the nation has led to concerns that your supplies will be drained if more farmers die.

What will you do?
>>
>>3891101
Accept the initial terms
>>
>>3891101
Offer the Gnoll General a personal bribe of 4 wealth to fuck off back to his own lands.
>>
>>3891101
Offer to negotiate with the Gnolls upon the shores of Larope to end this war
>>
>>3891106
fuck it, 3 wealth now leave us alone ya cunt
>>
The enemy's forces seem to number about 1500 men at this point, a mere half of what they once were.
>>
>>3891113
>>3891109
>>3891106
>>3891105
>>3891101

"Gentlespiders of the Legs, if you would provide me with three wealth I could use my contacts among those of ill repute to gather mercenary ghouls to help defend us."
>>
>>3891122
Sure
>>
>>3891122
Sure, but by the way we'll be sending someone with you to ensure you don't keep a wealth to yourself and actually do use it all for what you say
>>
>>3891114

Prepare the army for battle and recruit more people for replenish our losses.
>>3891132

support
>>
File: Updated Known World.png (275 KB, 7814x6029)
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With you sending out the offer of a significant amount of wealth, the gnoll general hesitantly accepts, on the basis that it's equivalent to a decent amount of silk. It's unknown whether or not he'll be giving the money to his liege, however. With the foreign army returning south, you are left to tend to your destroyed lands. After a brief exchange with the friendly gnolls the Clutch of Jarkith encountered brings you a much needed piece of relief, as you are finally able to place your foes on a map. With the friendly gnollish trading settlement being called Capantan, they identify your neighbors as the Danzay, the first tribe to declare independence from the matriarchy after the Light. They won't give you more information than that without money though, which is the resource you lack the most now.

In other news, the Lopen appear to be fighting a most ancient foe of theirs. The vaneads, a race that had long since disappeared into the eastern forests, are now brutally attacking the giants, and Ier is providing assistance. In the past, it took an alliance of Ier, Isarn, Reptia, and the Lopen to repel the strange plant-people. However, times are different now, and with no concrete alliance between the Lopen and Ier, they may be abandoned at some point, as you once were.


Year 13 AL (After the Lights)
---
Agriculture: 3/10
Resources: 4/10
Food: 4/10
Morale: 3/10
Wealth: 1/10
---
Population: 39,488
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3891175
>C. Construction

Rebuild
>>
>>3891175
F. Seek ways to refine and use Cocoa to expand our profits selling it across the continent.
>>
>>3891186
This
>>
>>3891186
i concur
>>
>>3891184
Support this based reconstruction
>>
>>3891186
support
>>
>>3891186
Support
>>
The amount of silk and chocolate exported is decreased, while the chocolate making process is refined. As a result, the nation reaps large profits off of these two exports, facilitating reconstruction after the war.

Year 14 AL (After the Lights)
---
Agriculture: 3/10
Resources: 4/10
Food: 4/10
Morale: 3/10
Wealth: 3/10
---
Population: 40,475
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3891212
A
>>
>>3891212
G. Search for other plants, animals and such that can be turned into luxury products for sale among the greater powers.
>>
>>3891212
>C. Construction
Have a state funded reconstruction and relief effort to help raise morale after such a blow to the nation and help get things back on track
>>
>>3891219
This
>>
>>3891219
this we need to vastly increase our wealth income. Followed by hiring mercs from Ier to protect us.
>>
>>3891219
Support
>>
Give me three rolls for your search, then.
>>
Rolled 98 (1d100)

>>3891227
>>
Rolled 12 (1d100)

>>3891227
>>
Rolled 30 (1d100)

>>3891227
>>
Items such as vanilla and various more forms of peppers join your cash crops, allowing a greater diversity in terms of what you eat and export. In particular, the Clutch of Channels has a very healthy flow of revenue due to vanilla found neighboring their patch of land (+1 Wealth every 20 years).

Year 15 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 41,487
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3891249
A. Agriculture

From the north, we have learn that the ghouls hunt down the many creatures of the rivers .

We will learn from them this practice and diffuse it in the settlments near our river.
>>
>>3891249
>C. Construction
Have a state funded reconstruction and relief effort to help raise morale after such a blow to the nation and help get things back on track
>>
>>3891249
B. Instead of fighting bandits in costly affairs we should ingrain into our culture that it is better to bribe using a portion of your goods instead of risking your life and all your goods. Bribing bandits will allow us to slowly build up a reputation that we shall simply pay a toll and it is more profitable to simply take that fee allowing us to continue on our way then it is to murder us and take everything.
>>
>>3891252
>>3891249
backing
>>
>>3891250
Support
>>
>>3891254
supporting
>>
>>3891254
support
>>
>>3891254
support
>>
>>3891254
This
>>
>>3891250
Support
>>
>>3891254
Backing
>>
File: dig.png (13 KB, 611x369)
13 KB
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Rolled 80 (1d100)

>>3880688
Labah Diggers

Leader: Korek Labah

Bio: Founded by the aforementioned leader, Labah diggers have reached the enlightenment that the very earth is the one true superior nest for arachneans. All webs, all nests, al foundation can be traced back rooted to the ground. They fanatically create labyrinthine tunnels and traps underground to hone their craft of subterranean nestmaking.

Assets:

-Really good diggers
-Young aspirants

FP: It's time to dig, dig, DIG! In the specified location, start building our underground nest there. We want to dig wide, not dig deep. Establish the width of our territory.
>>
File: Known World 1.png (302 KB, 8619x5818)
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When we reach year 20, don't roll for FPs and PPs. You can do them at the end of the session. That's how I plan on doing them if I don't end on a X0 year.

Due to your weaker stature, bribing has slowly become a part of Nichitin nature. WIthin the small, stone structures that make up most of your villages (along with tree-based walkways and stairs), arachenians pay not just ghouls, but each other. The government's new mandate, based in this habit, has resulted in an uneasy but simple partnership with the bandits of the north.

Year 16 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 42,524
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902372
A. Agriculture

From the north, we have learn that the ghouls hunt down the many creatures of the rivers .


We will learn from them this practice and diffuse it in the settlements near our river
>>
File: Timber_Raft.jpg (77 KB, 800x546)
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77 KB JPG
H.

The Tyranny of Ier had a near unquenchable desire for timber of all types. From the forge to the farm timber was the lifeblood of any nation and in recent times they had lost complete access to the Jungle, the greatest source of timber on the continent! Timber should be taken from across the jungle with no harvesting be allowed to completely clear cut an area and with new seeds being planted in any area we harvest. With this timber we can make “timber rafts” which then can also be filled with goods. Sailing these rafts down the Great River we can sell the goods they carry and the rafts themselves to Ieran markets. A focus for trade should be for bronze tools which can be in turn used to improve our timber exports and earn us even more wealth!
>>
>>3902384
Support
>>
>>3902372
J. Magical Research

We should expand our knowledge of magic to make up for our weak physical nature.
>>
File: MapKey.png (14 KB, 399x452)
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Opening of trade with Capantan is what has given you the maps of the Danzay, I forgot to mention that.
>>
>>3902386
Supporting
>>
>>3902386
support
>>
>>3902386
Support
>>
>>3902386
Support
>>
>>3902386
Yerp Support
>>
Due to the lack of major forests near Ier, and the deforestation of the Lopen forest over the past few centuries, the setting up of the new trade with Ier has gone relatively well. However, the Riverisa, a family of Ieran traders who largely control the flow of commerce on the continent, seem to have taken notice of Nichitin's increase in fortune as of late, and as such, a flow of lumber from southern gnolls has started to trickle into Ier as well. And just in time too! At the start of the year, Ier declared war on the Isarnites, the defenders being joined by the Ringborn and the Kamakh! The Kamakh, the nation of the Isarnite archipelago, are relatively strong, and perhaps the only nation that can hold a candle to Ier!

The Lopenlanders' attacks on the vaneads appear to be succeeding, though it does not appear the conflict is entirely over yet. If the vaneads are pushed back, it would mean that the Lopen can finally reclaim their ancestral home!

Year 17 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 43,587
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902426

A. Agriculture

From the north, we have learn that the ghouls hunt down the many creatures of the rivers .


We will learn from them this practice and diffuse it in the settlements near our river
>>
Rolled 47, 53 = 100 (2d100)

FP: the Riverlopers were already hewing down trees to build their floating village which travels up and down the river selling silk. They welcome the new investment into the river trade, hoping to gain influence or wealth from the Nichtins focus on this.

They seek to gain a large portion of the new timber and river trade market by their history as timber and watermen and already having had a foothold. They acquire new copper Axes for their gigantic members.

PP:Sven'r Lopen travels far and abroad to learn the art of seafaring from the other races, especially the Isarnites.

>>3902386
Support
>>
>>3902426
F
>>
>>3902428
Supporting
>>
>>3902426
>C. Construction
>B. Culture and Religion
Get a system in place of planting trees for each we cut down for our logging. A yearly Planting festival where everyone comes together to renew the forest and nature. Once a long days work replanting trees is done we come home to relax and celebrate!
>>
If you wish to send mercenaries or other things to the war, tell me here what you are sending, and give me a roll, or an auto 50.
>>
>>3902429
This was my FP I wasnt able to do before, for year 10.
>>
>>3902426
F.
Make boat
>>
>>3902437
The Clutch of Channels will send a number of their kin to aid the Ierians by providing silk on the battlefield for ropes to enter villages but also take care of injuries. Taking an Auto 50
>>
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>>3902426
B. Culture and Religion/F. Technology Research

With the natural Nichtin silkweaving skills and high production of silk clothing begins to improve with a notable addition to their clothing. A section from the chest leading down to the waist is starting to be used to stitch family crests, clan emblems, and other images of significance to proudly display the things that matter to Nichtin.
>>
Rolled 26 (1d100)

>>3902437
Send some warriors to help act as Scout and Reconnaissance roles.
>>
Rolled 39 (1d100)

>>3902436
The hidden netters will send around a dozen of our more combat experienced hunters. They will aid the Ierans as archers and trappers, to refine their combat skills and learn everything they can from the Ierans about the art of war. Rolling for it
>>
>>3902437
Send some kin and farmhands who know how to build and rebuild after the destruction of war. Auto 50
>>
Rolled 8 (1d100)

>>3902437
The Skiterin ride out as mercenaries for the Ghouls once more. This is a new opportunity to turn hatch-lings into warriors. They send their newly trained fast camel riders as mounted archers to harry and harass the enemy, firing bows on the attack and the retreat, so that the arrows never cease.
>>
Rolled 79 (1d100)

>>3902437
Loot, loot, loot the dead and hire bandits to raid Isarn!
>>
Rolled 60 (1d100)

>>3902437

The Redwire will help in skirmishes and as support where is needed. Texain will lead .
>>
Rolled 56 (1d100)

>>3902437
Sending a few dozen of the blood brood warriors to assist in unorthodox fighting situations and infiltration of strongholds
>>
Rolled 11 (1d100)

Kennel Masters send out the gnollish gladiators and penal brigades to fight! Survivors will be rewarded by being able to feast on the dead ones and living to fight another day.
>>
>>3902437
A ghoul captain Malro Teran who was promoted to command of the new Parem Compan will take the new company to war for Ier.
>>
Rolled 27 (1d100)

>>3902437
The Clutch of Spawn send out their expert diggers to dig trenches, plant pitfalls, and make earth embankments for their war effort. They also try to dig tunnels for sneak attacks.

Also gather all the dead corpses for food. Spider. Ghoul. Anything edible.
>>
Rolled 59 (1d100)

>>3902477
>>
Rolled 31 (1d100)

>>3902437
We'll sell clothing to refugees and families displaced by the war and in need of new goods, at a heavy markup of course
>>
>>3902428
This
>>
Rolled 1 (1d100)

>>3902437
Send them some blankets and bandages made out of silk
>>
>>3902428
Based Fishing

Support
>>
>>3902428
support
>>
>>3902428
Support
>>
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I'll respond to the merc posts in a bit, probably at the same time as FPs.

The Nichitin who are not off at war spend the year learning to fish in the river a bit better, utlizing your webs as nets, and attempting to use your biology to catch more river dwelling beasties. The tambaqui, a particularly large fish, is very susceptible to your improved techniques, as summer turns to fall.

Regardless, so far, the war is a bloody stalemate, with many men dying on both sides (arachenians in particular). Most of your men work for Ier, who offer the better mercenary contracts, but they're far more dangerous. The front line is all along the central grasslands, but while the battles have been heavy in casualties, neither side has started a major offensive yet. It appears the Ieran army's objective is to capture New Isarn, while Isarn is just trying to survive. While the Ieran army has numbers, it is corrupt and inefficient, giving the Isarnites and Ringborn the advantage. The experience the two nations gained from their brief war years prior seems to be aiding them quite well. The latter nation is well known for their berserkers, ghoulish warriors who ride the line between sane and feral, the dreaded transformation all ghouls who go into battle may face some day.

Lastly, you hear from Capantan that the reason you didn't face a massive army from the Danzay was because they were at war with an even more southern neighbor. That worries some among your population; could you really pay off an army greater than 3,000?

Year 18 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 43,667
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902513
F.
>>
>>3902513
F
>>
>>3902513
C. Construction


Search for veins of copper in the mountains of our lands for establish mines and at the same time create some new stone quarries.
>>
>>3902513
J. Magical Research

Expand our magic research to help us overcome our physical weakness. Allow Mono to take the lead on research as he makes use of his large reserve of power.
>>
>>3902522
The Clutch of Spawn supports this.
>>
>>3902513
>D. Military
A new group formed from various families will be created, their specialty will be ambush tactics. Those who get accepted into the unit will have a slightly higher pay than your average soldier.
>>
>>3902522
sure
>>
>>3902532
Supporting
>>
>>3902528
SUpporting
>>
>>3902528
changing to support this
>>
>>3902528
support
>>
>>3902513
News and such travels slowly in our nation
I come forth to propose a new system to implement.

The use of silk trip wires and small outpost guards who can light beacons or tug on the thread of an copper bell alerting villagers to outsider movement.
>>
>>3902522
Vote
>>
Magic Research has been chosen - what will you research?

Magic research is a little more free form, so while you have an idea in mind, this is for fleshing it out a bit more. Respond with a bit more specific detail in terms of what you want.
>>
>>3902528
Switching to Mage Mono
>>
>>3902528
Support.
>>
>>3902554
We need something we can practice so lets start with something basic, experimentation. Maybe try communing with nature, see if anything out there is actually listening?
>>
>>3902554
Perform research into practical applications of Enchantment and Mages in combat.
>>
>>3902554
A technique or practice to reduce risks to the soul when attempting magic.
>>
>>3902561
This
>>
>>3902554
Mage Combat Research. Hone in on elemental techniques that are easy to use, but can be scaled up with more power.

>>3902561
>>
>>3902561

support
>>
>>3902561
This
>>
Research into combat mages has not led to any innovation in magic applications, but rather military applications. The organization of Nichitin's ranks now integrates mages fully, and as such, your combat potential is expected to grow, massively. Some interest is also shown in giving alchemists a chance to show off their potions on the battlefield.

The war continues! A shock defeat of a Ieran army one and a half times Isarn's own and the death of one of the Ieran generals leads to a crumbling of the Ieran line. With Ieran forces pushed out of the grassland near New Isarn, Larok is where their forces are held up at, sieged by the forces of the three nations attempting to stop their invasion. However, as the end of the year comes, it is known that a mage-centric army has marched from the Ieran heartland, led by a member of the clan Sholzgaetor. Having had the most Tyrants out of any family in Ieran history, it appears that this army has been tasked with relieving the siege and crushing the resisting forces. Meanwhile the Lopen are nearly exhausted in their own war, a massive and unexpected counterattack by the vaneads having pushed them fully out of the forest. They stand alone against the eldritch things of those woods. May Rok bless them, and protect them from harm.

Lastly, Nichitin mercenaries reportedly have spread a tropical disease among the Ieran camps. While it died out as quickly as it came and wasn't particularly severe, your forces are now kept apart from the ghouls, with many making jokes about your cleanliness.
Year 19 AL (After the Lights)
---
Agriculture: 5/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 45,794
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902589
To be clear, the idea of magical potential led nowhere, with several mages dying trying to channel magic into their bodies. It appears beyond your grasp for now.
>>
>>3902589
F.
>>
>>3902589
B. Culture and Religion/F. Technology Research

With the natural Nichtin silkweaving skills and high production of silk clothing begins to improve with a notable addition to their clothing. A section from the stomach leading a few inches from the ground is starting to be used to stitch family crests, clan emblems, and other images of significance to proudly display the things that matter to Nichtin.
>>
>>3902589
>>3902597
Supporting
>>
>>3902589
C. Construction


Expand our road network for connect more of our settlements between each other, and replace some of our wood bridges with stone ones.
>>
>>3902589
>F. Technology Research
Musical instruments to cheer people up!
>>
>>3902610
Support
>>
>>3902610
support
>>
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You expand your roadways, which now crisscross the little corner of the jungle that you call home. Some bridges are also replaced with stone, to make them more lasting and stop the cost of maintenance yearly. It appears the Danzay have made peace with their enemies, though they have gained nothing from it. There are worries that they'll come for you again, within the next few years. The other wars have seen similar stalemates. The Ieran conquest has ended after the Siege of Larok, where neither army could decisively defeat the other. And in the ancient forests, while the vaneads have been driven back, and largely wiped out, it may be generations before the Lopen recover enough to even begin to settle their ancient dwellings in the woods. As your mercenaries return home, a pride is taken in your brave warriors. However, your growing population is a cause for concern, as you may have to rely on foreign cereals in the future, in order to maintain your growth rate and keep your population fed.

Year 20 AL (After the Lights)
---
Agriculture: 6/10
Resources: 4/10
Food: 4/10
Morale: 5/10
Wealth: 5/10
---
Population: 45,939
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902626
Start building up some more farms along the river territories to shore up food stores. Possibly look into importing new techniques
>>
>>3902589
>F. Technology Research
>>
>>3902626
F
>>
>>3902629
food is a massive issue it seems
>>
>>3902626
A. Agriculture

Import new Cereals and grain Crops to farm. Gather some agricultural experts for advice and short term contracts on consultancy and training for one period
>>
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G. Colonization


Colonize the wild lands around us, our people will prosper and gain more land for farming. We will not go to further away and remain near the homeland.
>>
>>3902626
>>3902638
>>
>>3902626
B. Culture and Religion
The First Strand
Young Nichitins who become young adults celebrate their new phase in life by throwing a more special Youth Day celebration, but in the end of the day the young adults choose a profession they seek to create as their own by becoming apprentices to a master. Most young adults usually follow their parents footstep since they usually grow up with that lifestyle.
>>
>>3902638
this
>>
>>3902629
Support
>>
>>3902637
>>3902634
>>3902629
All A shit Based
>>
>>3902626
F
>>
>>3902626
I vote
F. Technology Research
Try to make our metallurgy less primitive. Study the art of forging and metalcraft more.
>>
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An emphasis is put on reintegrating your mercenaries and putting some to work as farmers, as well as introducing agricultural techniques from the gnolls who also farm in the jungle. However, fear is gripping the population, especially as Danzay have begun patrols in the north again. Capantan rumors suggest that something more is at work though. These patrols are different, and indeed, the gnolls don't seem to be attacking your farms.

The Legs have ordered a small group to enter the jungle and search for whatever it is these gnolls are looking for, tracking them to whatever it is.

Who will you send?
>>
>>3902659
Nak'tin will go himself, bringing his light armor, copper daggers, bow and poison arrows
>>
>>3902659
Dshinkin himself rides out, if he can bring some of his best riders with him, he shall.
>>
>>3902659
Not wanting to be left out of any potential valuables, I shall go along with the party, and bring two of my strongest friends with me.
>>
>>3902659
I'm going.
I'm bringing my Dog Catcher with me and lots of poison and tranq darts.
>>
>>3902659
Captain Malro, having returned from the wars (Rolled 59) and Mella of the parem company will volunteer. Mella being 8 men
>>
>>3902659


Texain will go, wearing is armor and taking with him is blades, spear and shield. two of is warriors will come with him.
>>
>>3902659
Mono will come and bring 7 kin to help him. They bring light armor, silk nets, and some shovels.
>>
>>3902659
Jarkith himself will go
>>
>>3902659
Sven'r who is across the seas sends his best giant, Jurgen, with a large copper axe and an giant sized large-bow-on-cross. Some aracheans may accompany him.
>>
>>3902659
Chelalin, oldest son of La'nitch and soldier will go. His equipment consists of basic provisions, light armor, copper sword, and shield.
>>
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I'll give you combat dice and the combat rules if it comes to it. Other players who are wanting to join still can, but it's time to get started.

Following the Legs orders, you set out into the jungle, during one of the drier periods of the year. With military scouts having already established the location of a few gnoll parties, you set out after the closest, all 30 of you. You are led by the same general from years prior, Chalit Silkstore. It appears he has chosen to take up command itself, rather than let glory be received by any of his comrades. As he chitters out his orders, he sets the pace as you begin to move.

Give me three rolls, then.
>>
>>3902659
I send my strong nephew, Niclin, with some other strong diggers (about 5). Their shovels are sharpened and can be used as polearms. They also have pickaxes.
>>
Rolled 93 (1d100)

>>3902680
>>
Rolled 69 (1d100)

>>3902680
>>
Rolled 53 (1d100)

>>3902680
>>
Rolled 43 (1d100)

>>3902680
>>
>>3902659
Hickixch will go and he brings his war kit with him of a spear a sword, several knives and some survival gesr
>>
>>3902680
(Between 30 to 50 as your party size, let's say).
---
The first few days of travel go quite well, as you trudge through what would have been swampland a few years ago. Instead, your path is relatively clear, a blessing from Rok no doubt. You begin to find strange jade artifacts as you travel, however, and eventually find your way to a small ruin, which appears to lead underground. Like the items you pick up, the temple appears to be of early gnollish design. You wonder if the party you're tracking is down there, and as if reading your mind, general Silkstore frowns.

"The tracks lead downwards."

With no other choice, you are forced to enter the strange, subterranean cavern. It is quite wide and spaceous, and several paths lead off in different directions. Though you are encouraged to stay together, small groups of you begin to split up and explore this strange place.

Give me a roll for an action you want to do, or an auto 50, and explore as you like.
>>
Rolled 49 (1d100)

>>3902696
Search for Jew Gold or other equally valuable items that could be sold
>>
Rolled 20 (1d100)

>>3902696
Search for knowledge on the temple
>>
>>3902696
Look for anything magic in nature. Recording the findings by staining some silk and etching on silk.
>>
Rolled 43 (1d100)

>>3902707
>>
Rolled 40 (1d100)

>>3902702
Chelalin accompanies Hickixch in search of knowledge.
>>
Rolled 2 (1d100)

>>3902696


Explore the place for see what purpose each of the near rooms had and take anything valuable or useful along the way, then return to the main group and report for anything strange or just our findings.
>>
Rolled 79 (1d100)

>>3902707
Accompany Mono, in search of magical artefacts. In particular, look for anything of alchemical value.
>>
Rolled 29 (1d100)

>>3902696
I need more Gnoll thralls. Look for something that will let me capture and control more of them. There's legends of an ancient weapon that when blown into creates no sound a spider or ghoul may here, but causes immense pain to Gnolls.

Use some Gnoll thralls as booby trap testers.
>>
Rolled 67 (1d100)

>>3902696
Look for the party we are tracking and try to find them our forces can ambush them first. We will practice our stealth in this.
>>
Rolled 46 (1d100)

>>3902721
Jurgen decides to aid the plucky Dshinkin, and offers his giants to the ambush. The aracheans craft big nets for the Giants to catch them.
>>
Rolled 82 (1d100)

>>3902696
Seek out Ancient Runes or Artefacts of magic
>>
Rolled 63 (1d100)

>>3902696
search for a cool weapon
>>
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>>3902698
You search around and find a few small pieces finely carved out jade. You store them away so you can sell them when you get back to the surface.

>>3902702
>>3902710
Your wandering turns up little on the place. You're not even sure what this place is devoted. Gnolls line the walls, drawn entirely from the side, moving towards... well, you're waiting for the others to catch up to find out. Whatever is inside, it feels ominous, and is setting your fibrous hairs on end.

>>3902707
>>3902714
You find a small ring made of a black stone you're not familiar with. Wearing it makes you feel... protected.

+10 defence from Dark Magic

Yx finds a necklace made from the same material, hidden beneath some rubble.

+25 defence from Dark Magic

>>3902711
While exploring, Texain vanishes.

>>3902720
You find nothing, but you do kill some gnolls along the way, so you're not too disappointed.

>>3902726
You pick up a large, one-handed blade partially made of a light jade, and the other half made of copper. It seems to thrum with power as you hold it, but as you attach it to your belt, you feel a little drained when you draw your hand away.

When used, this weapon gives you a d150, but drains 25 stamina for each attack, instead of 15.

>>3902724
>>3902721
You two move to the front of the party, and can soon hear the gnolls in some kind of large antechamber. Ushering the others forward, you move from out behind the corner and attack the gnolls, who are gathered around some kind of altar! While there are more of you than there are of them, they seem incredibly well equipped!

Give me 3d100, DC 45, -15 surprise, -10 numbers, +10 racial weakness, +10 inferior equipment.
>>
Rolled 95 (1d100)

>>3902737
>>
Rolled 47 (1d100)

>>3902737
>>
Rolled 140 (1d150)

>>3902737
Choke out a group from the back with my new spell, Water Collar!
>>
Rolled 86 (1d100)

>>3902737
>>
Steinin's nets down a few of your enemy, allowing you to hack them as you will, while Mono uses his magic to choke, and even kill a few. Yet, something seems to be rising from the altar, and the gnolls are steadfastly defending it!

Give me 3d100, DC 40, -10 surprise, -20 numbers, +10 racial weakness, +10 inferior equipment.
>>
Rolled 10 (1d100)

>>3902748
>>
Rolled 2 (1d100)

>>3902748
>>
Rolled 20 (1d100)

>>3902748
>>
Rolled 47 (1d100)

>>3902748
Have our men push through to the altar
>>
Critical Critical Fail

Despite your best efforts to cut through, terror runs through your group as the top of the altar falls onto the ground. It's no ceremonial platform; it's a coffin! Two hands slowly emerge, both the size of a gnoll's head... and that's when you see the thing's visage. This beast is gnollish, yes, but it has two, misshapen heads, and now bears jade blades that rested at his feet. Crushing arachenian and gnoll alike, it roars in defiance as you nervously inch forward.

Are any brave enough to take on this thing directly? A limit of three, please.
>>
>>3902759
Yo
>>
>>3902759
The Giant bears his Axe and rises to this challenge!
>>
>>3902759
Malro steps forward wielding the new Jade copper blade
>>
Rolled 13 (1d100)

>>3902759
As it roars, Chelalin takes this opportunity to step up and quickly move to the creatures side for a quick sword thrust.
>>
>>3902759
Me
>>
>>3902766
Stamina: 100
d90 for weapon-based combat, d125 for rune magic, d150 for magical combat

>>3902767
Stamina: 150
d150 for weapon-based combat

>>3902769
Stamina: 100
d125 for weapon-based combat, d175 for the strange blade

---
Reminder, combat works as follows:

Characters in a duel start with 100 stamina, which lowers over time. Attacks will take 15 stamina, and defence will take 10. Defence gets an auto +25 bonus for the first roll, which decreases over time. You can boost a defence or attack roll, however, that takes 25 stamina instead. This cost increases if done consecutively (25, 50, 75, etc.). Once your stamina hits 0, you receive a -25 to all your rolls. You can retreat, but that may be costly.

Your base roll = Equipment/power
Your dice = Experience (1 dice = regular, 2 dice = veteran, 3 dice = master, 4 dice = grandmastery)
---

You three move forward to attack the beast, moving to surround it as your duel begins! Describe an action, and roll. I'll keep track of your stamina.
>>
Rolled 168, 64, 134 = 366 (3d175)

The beast attacks!
>>
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Rolled 19 + 25 (1d175 + 25)

>>3902806
Malro will deploy into a defensive stance and wield his new blade, testing its abilities in defense of his comrades
>>
Rolled 17 (1d150)

>>3902796
I am the largest here, and an obvious target for the beast. I stand in its path, grip my axe, and ready to parry its blows in defense. This will aid the other two who will strike with magic and magic weapon. +25
>>
Rolled 141 (1d150)

>>3902806

Defense. Blind the gnoll.
>>
Rolled 77 (1d150)

>>3902806
Use the knives and sword to slash away at its limbs
>>
Rolled 153, 175 = 328 (2d200)

>>3902811
As the beast lumbers forward, it smacks you to the side. You knock into a pillar, cracking it, and lay there, unconscious and bleeding. Only your waepon protected you from certain death, though you need immediate medical treatment.

>>3902812
While you take the blow, you feel one or two of your ribs crack. This thing stands at equal height to you, yet its strength is superior to even yours!

Stamina: 90

>>3902813
You shine a bright light, confusing the gnoll long enough to step out of the way of its attack. A smart move, as you plan your counter-attack...

[+25 to next combat roll]

Stamina: 85

-----

With one fighter already knocked out, the gnoll-thing focuses its attacks on the giant in front of him!
>>
Rolled 145 (1d150)

>>3902818

Attack Boost. Burn the hands of the Beast to ruin his hands and make him drops his weapons.
>>
Rolled 15 (1d150)

>>3902818
This thing is blinded. Move out of it's way and exploit this. The giant does it's best to side step the next attack and defend itself, if he is lucky take a swing with his axe after the beast misses.
+defense
>>
Rolled 65 + 50 (1d225 + 50)

>>3902821
You burn a hole in the hand of the beast, exposing bone underneath! It appears that this colossus, whatever brought it to life, is not entirely solid. Its decaying flesh oozes poisonous sludge out onto the ground, discoloring it.

Stamina: 55

[Enemy dice reduced to d225, down from d250 for a single player]

>>3902825
You are knocked out like your ghoulish companion, your body crumpling on the ground as you struggle to catch your breath. You think your ribs have pierced something, and you need aid.

-----

A gurgle comes from the behemoth's mouth as it swings towards Mono, a word you can assume only means one thing:

"Die!"
>>
Rolled 25 + 25 (1d150 + 25)

>>3902837

Attack Boost. DESTROY IT WITH FIRE
>>
Rolled 93 (1d225)

>>3902840
The blade the thing hits you with connects as a glancing blow, removing a large part of your shell all along your arm. Your blood pours from it, with your attack being stymied by its attack. You're extremely winded by this point, and can no longer sustain a boosted attack.

Stamina: 5
---
Sensing your weakness, the thing grins, and swings again.
>>
Rolled 33 (1d100)

>>3902847
Run, in life there is chance
>>
Rolled 109 (1d150)

The beast attempts to stop Mono before he can escape.
>>
Mono falls to the ground, as a blade enters his back. The rest of the arachenians hesitate, caught between fleeing and fighting. But you stand, and you turn, and you attack.

Give me 3d100s.
>>
Rolled 75 (1d100)

>>3902868
>>
Rolled 33 (1d100)

>>3902868
>>
Rolled 44 (1d100)

>>3902868
Angry chitering noises
>>
Rolled 76 (1d100)

>>3902868
>>
Rolled 98 (1d100)

>>3902868
>>
Taking many casualties, you are eventually able to pull the beast to the ground, and there, execute him. While the three warriors would survive, they each would be heavily wounded in the fight they had, and would receive immediate medical attention on the spot. By that point, the gnolls had already fled, using the distraction of the monstrosity to escape. Your mission failed, you returned home, not being scolded for your actions, but not praised, either. The information you gained was valuable, but as a second group was sent out to the subterranean temple, a few questions remained. Who constructed this? Why? Who did they worship? And how did they create such monstrosities? With the gnolls gone, only one arachenian could answer these questions: Texain Redwire.

While he disappeared before the fight began, the arachenian had in fact found himself lost within the temple. As he made his way back, he found a series of images that depicted the god of this temple. It appears that in the past, something taking the form of a gnoll, though far larger than them, gave his worshippers boons and gifts in return for access to something. Worryingly, it looks like a pillar, hidden deep within the jungle.

The pillars have long been a mysterious feature of your world. While it was commonly theorized that they directed mana towards the sun, who some believe to be a god, "dead" pillars have been found, with no glowing runes, no magical aura, nothing. Where did their energy go? Could it have been used to make such monsters? And where were the rest of them? After all, that was the most troubling implication. Upon the further excavation of this decrepit tomb, further graves were found. Each recently disturbed; each the same size as the one from which the monster emerged.
>>
Year 21 AL (After the Lights)
---
Agriculture: 6/10
Resources: 4/10
Food: 5/10
Morale: 4/10
Wealth: 6/10
---
Population: 47,187
Government & Law Enforcement: Strong, centralized republic; 8 Legs (legislature) elected every 10, Eyes (village leaders) elected every 5, Fangs (Village enforcers), Venom (Cross-country enforcers)
Military: 400-strong, well-trained army (copper equipment, mainly swords and armor, integrated mages & enchanters)
Navy: Non-existent
Constructions of Note: The Councilhouse
Technology: Basic Husbandry, Basic Economics, Basic Construction, Basic Fishing II, Basic Agriculture II, Basic Food Preservation, Basic Stonemasonry, Primitive Metallurgy, Intermediate Silkweaving, Basic Magic
Culture: Basic Monthly Calendar, Silkweaving, Slight Matriarchal Focus, Harmony with Nature, Monogamy, Egg Protecting, Scratch Based Alphabet
Law: Headcount Taxation, Basic Legal System
Religion: Rok worship (Rok and Roll)
Crops: Maize, Dragonfruit, Tomatoes, Peppers, Cocoa, Vanilla
Husbandry: Camels, Llamas, Alpacas
Game/Fishing: Boars, Arapaima, Tambaqui
Resources: Lumber, Copper, Silk, Chocolate
---
A. Agriculture
B. Culture and Religion
C. Construction
D. Military
E. Law
F. Technology Research
G. Exploration and Colonization
H. Trade
I. Diplomacy and War
J. Magical Research
K. Other
>>
>>3902898
G.

Among our export of timber certain types of wood are more profitable than others, as such we should search for more beautiful species that will fetch high prices among the ghoulish nobility.

E.G Ebony, Rosewood, Sandalwood, Purple Heart, Red Ivory,
>>
>>3902902
Supporting
>>
File: Dustbowl.png (54 KB, 2180x1320)
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Rolled 88 (1d100)

>>3902898
Faction Project: Dusty Holes

With the help of the Clutch of the Channels the Drybacks will begin transforming the Dustbowl outpost into a thriving hub of business. As the area is a meeting place for black market goods with the bandits taverns, brothels and gambling parlors will be constructed to allow men to spend their ill gotten gains on the pleasures of life. Ghoulish mercenaries shall be hired to maintain order within the settlement with some level of corruption being expected.

The Silken Quarter will be filled with brothels, taverns and gambling houses.
The Flesh Market will deal in the selling of slaves and animals
The Bazaar shall host markets trading goods of all sorts
The Pale Ward shall be a ghoul exclusive district targeting the most wealthy of patrons.
>>
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>>3902898
G. Colonization


Colonize the wild lands around us, our people will prosper and gain more land for farming. We will not go to further away and remain near the homeland.
>>
Rolled 22 (1d100)

>>3902906
FP: The Kennel Masters also throw in their support to the Dust Bowl, and start to move into the Flesh Market to increase their profitable slave selling and buying business. They want to diversify their thralls to more than just gnolls, but other races the Ghouls are selling.

They also open up a fighting pitt there, and allow bet making which should also prove popular and profitable.
>>
Rolled 38 (1d100)

>>3902906
Faction Project:
The Skiterin start frequenting the Dust Bowl. They hope to gain wealth from more mercenary contracts and business from Ghoul patrons of the Pale Ward, and also sell and buy Camels from the Flesh Market. They seek to make up for any poor performance in the war, and gain even more fighting experience.

They money from this, they use to buy even faster, more nimble Camels from afar, hoping to improve the breeding of their own fast camels. And perhaps find a ghoul who will sell the fabled 'horse' that is rumored only the Ghouls of Ier know of, said to be faster than a camel though it needs more water and food. Less useful for travel and trade, but better for battle on open ground away from forests.
>>
Rolled 69 (1d100)

>>3902898
Seeing a potential spot for habitation one the lake. The black brood move into and start rebuilding the abandoned settlement at the mouth of the river to start farming and fishing around it
>>
Rolled 60, 33 = 93 (2d100)

>Year 20
FP: The Riverlopers are building and building, cutting down many trees and weaving rope after rope. It seems they are trying to build massive ships, big enough for their Giants to sit in and row with oars made of whole trees. With this they intend to sail beyond the River and the Coast, and explore the eastern seas afar for new trade contacts.

PP: Sven'r spends more time among the northern Ghouls, this time among their drydocks offering to work for them and learn first hand how ship building and design is done.
>>
Rolled 72, 30 = 102 (2d100)

>>3902898
Supporting >>3902902
>Faction Project: The Silk Defence Force
Ahem, fuck bandits, strong private property laws are the foundation of any functioning capitalist, mercantile economy. To this end, we shall seek out able-bodied spiders, former militiamen, and freelance mercs to put together the Silk-Defence Force, a private army tasked with defending my Trading Posts along the Silk Routes. We'll supply them and pay them generously to fend off bandit attacks and keep our profits flowing undeterred.

>Personal Project: Friends in High Places
Having met our beloved General Chalit Silkstore on our previous outing, I will invite him over to my place for a little Soiree. I'll provide refreshments, entertainment, and conversation with the aim of befriending the General. We can bond over our mutual hatred of weakness and pacifism.
>>
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Rolled 8 (1d100)

>>3902898
FP: La'nitch concerned with the mood of the people she begins to think of ways that might help even if it's just a little bit. With the web forest, La'nitch one day noticed how a few children were having fun by swinging on a thread back and forth yet as a few rays of light pierced the web forest the activity looked somewhat relaxing and beautiful, an idea pops in her head. As time goes by La'nitch gathered a good number of members in her family which were mostly females, to begin practicing performing stunts, elegant movements, and coordinated performances while hanging on from silk thread.
La'nitch will name this group The Hanging Thread of Nch
Auto 50

PP: La'nitch continues to hone her skills as a silkweaver, this time creating techniques to improve the quality of the silk.
>>
Rolled 6 (1d100)

>>3902266
Muh first FP
>>3902898
Faction Project: Dig deep. As deep as we can. Networks of tunnels that twists and turns. Weave it as we weave webs.

Personal Project: Korek will try to attract more young aspirants to his cause.
>>
Rolled 58 (1d100)

>>3902906
Faction project: we are helping out here
>>
Rolled 51 (1d100)

>pp
Tkaten has gathered a select few friends this decade, those he sees as having potential and gifts. Bringing forward his own artifacts for study as the others offer if they have any to study....the first mage research web. Seeking to discover all they can.
>>
Rolled 34 (1d100)

>>3903155

PP
Mono will bring himself and his ring made of black stone to study alongside his friend Tkaten and this inner circle of mages.
>>
Rolled 47, 51 = 98 (2d100)

>>3903155
>>3903160
Faction Project + Personal Project
Yxrathycc brings her ring of black stone as well, and not only herself but devotes her whole clan to secretly aid in the group magical research.

The clutch of Spawn travel far, and wide for the circle. Quietly scouring lands near and far for any traces or hints of magical knowledge and lore which could aid the circle. Of particular desire by the Clan itself are things which can boost the Clans knowledge of the art of Alchemy, for the creating of potions and rituals.

Many will likely not return from this dangerous mission, never fear, the Clutch of Spawners will always have more.
>>
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Rolled 4 + 5 (1d100 + 5)

>>3902898

>Faction Projekt 2: The hidden net Part 1: The Knots
The horrors of the gnoll attack and the mercenary work, are still fresh in the mind of the hidden netters. These memories of the cruelty of war, have informed their actions over the last ten years. They began the construction of the hidden net, a protective shield to guard our people from their enemies. We are not physically strong and the jungle is not an ideal place for traditional forts and fortifications, so we re-imagined defensive construction. We expanded our hunting lodges and little supply caches, and turned them into a new kind of fort; the knots of the hidden net. Knots are usually build hidden, in inaccessible places in the jungle. Sometimes high up in the trees and sometimes in a cliff side, but always hard to find and harder to access, if you don't know the hidden paths and traps, that allow those in the know easy entrance. The knot itself then is a large structure, with dormitories to house hundreds in an emergency, armories with ammunition, weapons and armor to supply friendly combatants for a long time, and largely storage facilities equipped with enough food to sit out even a long raid. In essence each knot is a safe house, for the population to seek shelter and for our warriors to hide, resupply and use as a staging area to harass attacking armies. To finance all this, we will ask the legs for help as this is a military project to benefit all, charge people a modest fee or a donation when they use the growing knots as a safe place to sleep while traveling or our peoples services as scouts, additionally we will use the influence we have gained through our actions in the past to get donations and help from the public.
[-2 Influence]
Roll +5 from influence burn
>>
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Rolled 68, 5 + 5 = 78 (2d100 + 5)

>>3902898
>>3902898

FP


The Redwire have seen the devastation that the barbarian gnolls have brought upon the Republic, for them it s time to be more prepared than before. Texain as order the transformation of the settlement in a formidable city, for defend their colony and the republic from anyone that would pass the river from the east. Texain will work for see this effort being completed or at least started, giving his successor the chance to finish this great work.


It shall have two thick walls and many stone towers from where our archers will be able to strike defended and on high ground. Outside under the outer walls we will place several wooden poles with the spikes hardened by fire. A moat will be made around the outer walls, giving further protection. For enter the city there will be four gatehouses, one near the port and three on land defend by small walls around them.


The city will be divided in 6 parts
- Gnoll Head Port, a simple small port with some pliers. Used by incoming traders and the fishers of the city. As is name from the skull of a gnoll planted on a wood spike at the center of it.


- Temple Grounds, here a small temple to Rok has been made, nothing extravagant only a humble place of worship used by the city. The few nobles and some Redwire live near it, same for traders.


- Creators Quarter, most of the artisans live here producing tools for the farmers or weapons and equipment for warriors. Their art might not be perfect but is appreciated and praised by the Redwire.
- Ihnlor Garden, the largest of the quarters with the agrarian market being at is center, many farmers live here and other come from the near farms for bring their products and sell them. By order of Texain it has a small public garden dedicated to the old matriarch of the Redwire.


- Redwire War Field, a small fort protects this large barrack. Here the warriors of the Redwire train and fight. The quarter keeps the name, and most of the warriors live here, alongside the fishers that stay more near the port.


- Texain Bastion, a great fort large and high. It s the heart of the city and the main home of the Redwire. Here the family trains is children on their old tradition of farming and in their new one of war. Texain has name it out of himself, and the family has accept it without doubts.


[-2 Influence]
Roll +5 from influence burn
PP


Texain will continue in improving himself on the matter of war, further training in combat and further learning about command. Is progeny will also attend and learn.
>>
Rolled 46 (1d100)

>>3902898
Faction Project: The Fellowship Web
Webmaster Mono
In spite of his close encounter with death, Mono feels the fire of adventure in his single massive heart. He, a simple farmer, discovered he possessed power enough to stand against the beasts in the dark. However, with such power being untrained, and with few standing fellows, it almost lead to a bitter end. Here is the first gathering place of adventurers with potential. Training, a chance for those with potential to cut thier teeth, information, a place to gather the essential facilities around it, fame and financial rewards, and plenty of homegrown maize. In order to make money the services offered will be to gather information, escorts and guards, retreieve wild strains of crops, herbs, and game, and defeat foes that trouble the peace. Pursue contracts with local Villages, Fangs, and Venom to give and receive information and requests. The value of the Mono Farms Maize in these tight days and his more expereinced visage should help to sweeten and attract deals to get the ball rolling.
>>
>>3904004
my bad, forgot about this but burn 2 influence for a +5
>>
Rolled 30 (1d100)

>>3902898
>Personal Project Nak'tin
Nak'tin spend the last ten years traveling the known world to learn all he can about alchemy. He was especially interested in learning potion recipes for first aid, poisons for blade, arrow and traps.
>>
File: Rypella.png (69 KB, 757x712)
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Rolled 88, 91 = 179 (2d100)

Faction Project: Rypella

This new town, Built on the very bones of trade and links to Ier. The bridgetown and highway of silk and wood. A new place to supply, trade and negotiate. This is the endeavour of the remnant, wary of what Ier has become, but filled with optimism for the revival of contact with its homeland peoples.

The new town will centralize pop away from our small valley and hills to bring more farmers to the river near the great bridge.


Personal Project
Kaeras will approach Ier for permission and aid in helping an opposite settlement on the other side of the bridge from Rypella to prop up.
>>
>>3902914
>>3902940
>>3903139

Rejected, we need no help from leeches.
>>
Rolled 7, 3, 7 = 17 (3d100)

>>3902898
>Name
Clutch of Jarkith

>List of Assets
-Boats
-Experienced Fishers
-Trained Warriors
-Docks near where the bridge crosses the big river (I forget the name it runs from the lake all the way to the delta)
-Small village near said bridge crossing

Faction Project (First roll):
We have found some gnolls to our south that seem to be less warlike and more inclined to trade! Many people trade with the Ghouls to our north, and Ier... But we shall look south! Hopefully this trade will be very profitable to us and earn us friends in the south. (If possible, keep the locations of these chill/trading gnolls a secret)

Personal Project (I have 2 to use right now):
Takit will join with Tkaten to help form the first mage research web. In time all the secrets of magic shall be unraveled!

Supporting
>>3903155
>>
Rolled 77 (1d100)

>>3904004
>>3903155
>>3903160

Intrigue to train Mono in mage arts. Use knowledge gained from the mage research web to help.
>>
File: The Kennel.png (34 KB, 1180x828)
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Rolled 42, 38 = 80 (2d100)

Faction Project:
The ghouls of the Kennel Masters decide to build their own town along the river, dubbing it "Little Ierok". Drawing inspiration from their heritage, they design it to make it every bit like a second home for any ghoulish travelers, with all the amenities that come with it.

The Security Zone and Barracks will process and secure incoming and outgoing chattle, and maintain order and screening
The Auction House will handle the selling of slaves, beasts.
The Kennel is an underground slave pen. Secured with many walls and checkpoints, and made to be very difficult to escape, slaves will be processed here trained to be docile workers, hardened gladiators, or obedient bed servants
"Little Ierok" will be reserved only for Ghouls, and should be kept to the standards of the old Capital as much as possible
The Entertainment district will have the brothels and chambers made to fit the desires of any visitors and their slaves

The Fighting Pitt will be the main attraction. A living heritage of the old Empire, and a place of much bloody fun and carnage! A hefty betting and gambling service will be provided. It should be big enough, and so secure, that even the largest beasts may be loosed upon the gladiators with no danger to the crowds. Many gladiators will see the brief fire of glory and fame before their equally glorious end as they welcome in a new champion with their gory demise!

>>3903155
Personal Project:
Krassys right now has little in the way of magic, but is interested in learning more, and so the ghoul supports the inner circle as best he can.
>>
Rolled 85 + 5 (1d100 + 5)

Using the experience they had gained during their first trip to the ruins in the Lake of Larope the Clutch had set up a minor camp of sorts on an iselet as near as possible. From this place they had continued to raid and scavenge the site for all artefacts, lore and information they could uncover (and if they don't want sell)
[Burning my two Wealth for +5]
>>
Rolled 98 (1d100)

Event rolls will happen every once in a while, to spice things up. I always have ideas in mind before rolling, so the roll just decides which I use.
>>
Rolled 59 (1d100)

>>3904156
>>3902898
Faction Name:Hill Stalkers
Faction Leader: Nitin

Assets:
Experienced climbers
Experienced digger

Territories:
Small Village
Small tunnel network

Wealth 1, Influence 1

FP
The Hill stalkers shall expand their ventures by sending people and supplies to the forest just north of the town of rypella to start clear cutting forests for farmlands and homes, making sure that any lumber is sent to rypella
>>
>>3902898
Faction Project: With the wealth recently gathered from the bake sale, the orphanage shall invest the money into better living conditions for the hatchlings within. Proper bedding, good food, adequate clothing, toys for the little ones and so on.

Personal Project: Ms. Snikkit shall practice her knitting and croquet techniques to create lovely decorated blankets and bonnets infused with love.
>>
Rolled 78, 54 = 132 (2d100)

>>3906328
Aaaaaand I'm a retard who forgot to roll
>>
>>3902906
The Drybacks
FP Difficulty: Normal
The Drybacks' venture is a massive success, thanks in no small part due to their already existing ties with the bandits of the grasslands. With both Ieran and Isarnite manpower depleted due to the war, the Dustbowl thrives, with all four quarters having been set up by 20 AL. While separate businesses are allowed to operate within the walls of the Dustbowl, the Drybacks take a cut of their revenue, on top of the profits from their large ventures in each quarter.

+2 Wealth Gen! +1 Influence Gen!

Add to Territories:
- The Dustbowl


>>3902953
The Black Brood
FP Difficulty: Easy
Working from the base of ruined structures that surround the massive river mouth, your brood begins to colonize the area, turning it into a small, calm, and growing fishing hamlet on the edge of the nation. While you don't like them very much due to the Nichitin view of gnolls, the traders from Capantan also come to trade for your silk once in a while, giving you exotic crops from the south, which you introduce to your farms and soon sell at markets.

Add to Assets:
- Potato Fields
- Bean Fields


>>3903006
>>3902429
The Riverlopers
FP 1
FP Difficulty: Normal
Your decade is spent relatively well, with your traveling allowing for you to take part in the facilitation of trade. Your profits are small at the end of the decade, but still significant.

+1 Wealth!

PP 1
PP Difficulty: Easy
The ships of the Isarnites are a great bit larger than yours, as you soon discover. In the past, its navy was said to rival Ier's, the only thing stopping the two from truly competing on the seas being the lack of access to each other. You learn how to sail on triremes, though you only catch a glimpse of a sunken quinquireme, the largest ships to sail the waters of Alamara. As a side benefit, you also get to see much of the Isarnite Archipelago

FP 2
FP Difficulty: Normal
While the size of your giants at around ten feet tall doesn't enable ships that are too large (a bit oversized, and thicker than normal, perhaps), your strength enables you to use massive oars. With that, you explore up and down the coast, meeting the Opetians, whose outpost you know as Capantan, as well as Reptia and Homeria, who seem quite tense with each other. From the former, you buy exotic goods, especially those made of jade. From the latter, you buy slaves. By the end of the decade, this is making you quite the profit.

+1 Wealth Gen!

Add to Assets:
- Middling Trade Network


PP 2
PP Difficulty: Hard
While giants can ride on regular sized ships, Sven'r's strength causes more than a few issues in the shipyards, and does not make many friends during his second stay in Isarn. He gains a very basic and limited understanding of shipbuilding.
>>
Rolled 84, 72 = 156 (2d100)

Faction name: Hairybacks

Faction Description: A bunch of arachenians who are noted for their hairy features as and who have a knack like preparing foods which are somewhat unique compared to the rest of Nichitin.

Faction Leader: Tee
A heavy-set and extraordinarily hairy spider who has anger and anxiety issues which he regularly takes out on certain members of his crew. He is affectionate towards pets and animal despite his very carnivorous diet and violent tendencies.

Assets:
- A building in Nichitan where they make and serve food
- Gardens in the back
- Livestock farm in the jungle
- Babas: Elderly female relatives who act as sages, having much wisdom and holding strong sway over the family.

Year 10
Faction Project: I NEED SALT. Look for a supply of salt that we can get our many hands on, even if we have to go to places like Isarn or Ier if we can’t get it in our country.

Year 20
Faction Project: Dabble in meat to make it more deliciousable. We’ll take llama, boar and other meats and see what happens when we put stuff like peppers, or whatever else we have, on it for an extended period of time.
>>
Rolled 63 (1d100)

Stonecutters
Assets:
- Experienced masons
- Small stone fort
-?Farms?

Territories:
- Hamlet on the western river head

-Wealth: 3
-Influence: 2

FP: We will create a new style of building.
Large stone towers interconnected with webs. It will provide defensive positions and increase the living space available by expanding vertically.
>>
Rolled 81 (1d100)

>>3902898
F
PP: Ixghsin will go around and start to preach his newfound knowledge to the rest of the people. Death is a part of nature, and in nature we find Harmony. Death should not be feared, it should be accepted once it comes. Ixghsin, knowing that he does not have too much time left to live invites as many elderly countrymen as he can to join him in meditation on the same tree he had his first englightement. He, and hopefully his countrymen too, will come face to face with death and accept its embrace in harmony.
>>
>>3884977
I realize I forgot a few things in the first round of FPs. If you were missed, you'll be listed below.

The Drybacks
Change animal herds (camel, alpaca, llama) to what I list below.
- Middling alpaca herds
- Middling llama herds
- Large camel herds (less moody)

Clutch of Jarkith
Add "- small amount of slaves" to your assets.


The Skitterin
Add this:
- Middling camel herds (Fast)

Stonecutters
Add this:
- Middling farms

---------------------------------------------
Now onto the current projects.

>>3903024
Steinin's Webwork
FP Difficulty: Hard
Despite the difficulties inherent to getting bandits to behave, by recruiting veterans of the brief conflict some years prior, you're able to dissuade your would be attackers with force. As such, your silk trade goes undisturbed, unlike some of your competitors, who are frequented by associates of the Dustbowl. You also manage to recoup some of the losses made in the last decade. You also gain information from passing travelers, which work their way back home.

+1 Wealth, +1 Wealth Gen! +1 Influence Gen!

Add to Assets:
- Small network of trade posts
- Small number of guards


PP Difficulty: Hard
The general ignores your invitation and his messenger implies you are not influential enough for his attention.

>>3903029
Clutter of Spi
FP Difficulty: Normal
Your strange activity soon settles into different forms, and people pay to come see your group. You call the acrobatics silkdancing, with the more fluid performers earning more money. It could make a major profit if you develop it further.

Add to Assets:
- Founders of silkdancing
- Small silkdancing school


>>3903054
>>3902266
Laban Diggers
FP Difficulty: Normal
Your complex of burrows has grown over the past few decades, your kind having done enough work with shovels and reinforcing the walls to create a home for your family for generations to come.

Add to Assets:
- Underground hamlet


FP Difficulty: Normal
However, progress over the next decade stalls, as you encounter set back after set back, chiefly relating to the shoddy design of some of your support beams, and other reinforcements. Some of your family refuse to go down now, believing the area cursed.

PP Difficulty: Hard
Not many want to join the man whose home is supposedly cursed! Silly them, you think, as another of your kin is crushed by a piece of lumber.
>>
Rolled 95, 17 = 112 (2d100)

Name: The Skiterin
Leader: Dshinkin
Assets:
- Fast camels (bred for speed)
- Chariot/wagon making
- Mercenary contracts with Ier and Isarn

- Middling camel herds (Fast)

New FP: The Skiterrin seek to earn influence among the Ghouls and gain connections with other Ghoulish mercenary companies. They ride out to fight and hone in their skills as before, to make raids and pillage their enemies.

PP: Dshinkin goes on a journey to find the legendary creature known as the 'horse', said to be faster than a Camel on open ground though it must feed more upon water. A beast made for battle not travel.



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